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Echoes of Extinction News

Dawn of the Purussaurus is coming! New Devblog #13 is Out!

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers!

This past month has been packed with exciting updates across the team, from biome redesigns and AI improvements to new creature additions and visual refinements. Here’s a closer look at what each of our talented team members has been working on or check out our video dev-blog for a more visual representation:

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[h2]AirSickLowLander[/h2] - Level Designer

This month, I focused on optimization and fine-tuning. The redwood forest, which had previously posed performance challenges, saw a major update. Each plant was converted to full geometry, with reworked topology to improve memory efficiency. I also began redesigning the redwoods biome, adding unique touches for a more captivating environment. For the cove village, new buildings were introduced to align with the game’s art style, boosting realism and cohesion. Additionally, updates to Nanite handling and enhanced height mapping have given the terrain an even more lifelike quality without impacting performance.





















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[h2]Danik[/h2] - Programmer

Hello everyone! This month, I’ve made big strides in the tribal AI systems. My focus was on creating more immersive NPC interactions, including patrolling, village item interactions, basic enemy engagement with bows, and responsive player interactions. These behaviors are being expanded to support multiple villages, which will lay the groundwork for unique factions and cultural dynamics in future updates. Though visuals aren’t ready to show just yet, Islander and I are planning a recording session to capture these tribal AIs in action.



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[h2]FuriousSmaug[/h2] - Programmer

Hey all! This month has been full of exciting tasks, from new species introductions to AI improvements. We welcomed several new AI creatures, including Onychodus, Semionotus, and Axelrodichthys, joining our existing Tropeognathus and Purussaurus. AI improvements now allow dinosaurs to search for food when hungry, adding more depth to their behaviors. Our base locomotion code is also finalized, making future species animations like turn-in-place and skidding just a few adjustments away.

On the diet front, I’m thrilled to expand on our player-driven diet and perk system. Players can choose perks that rely on eating specific foods to maintain health and performance. Herbivores will find nutrient-rich plants for a boost, while carnivores gain nutrients based on their prey’s health, with extra benefits from organs. Beyond basic diet, special resources like rotten meat, bones, and rare desert flowers offer unique advantages, allowing players to strategically plan their dietary needs.

AI migrating towards food: - (Old Dryo Model)



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[h2]SadEch[/h2] - 3D Artist

This month, I went a bit morbid with the creation of the Eocarcharia cadaver model. This model includes individual organs like intestines, lungs, and a custom skull trophy, each designed for immersive gameplay. As decay progresses, the model displays increasingly gruesome detail, and I rigged it to match the dead body’s ragdoll position, bringing an unsettling but realistic touch to the game’s environment.



Halloween Teasers:





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[h2]Void[/h2] - Graphic Designer

Hey all! I’m new to the team and beyond excited to dive into this project! My first task was creating the official Echoes of Extinction logo. My goal was to capture the essence of our game with a simple, striking design that reflects our vision. Looking forward to beginning the UI rework soon!



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[h2]Chikangia[/h2] - Programmer

Hello everyone! This month, I’ve been busy with some heavy coding work, converting many existing systems to C++ for improved performance. I also refined our inventory and gathering mechanics. With these foundational updates nearly complete, my next major project is implementing the crafting system, which will be central to the tribal gameplay.

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[h2]Vittoria[/h2] - UI Designer

Hi everyone! I focused on UI concepts this month, especially for the administration panel, and worked on visual designs for Semionotus, and Axelrodichthys as well as Onychodus, however the Onychodus will be showcased next month. Excited to continue building out our interfaces and bringing more depth to the in-game experience!



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[h2]HematoSalpinx[/h2] - 3D Artist

Hey everyone! This month, I collaborated on the Onychodus model, tackling new challenges in detailing its internal mouth structure and retractable teeth. Inspired by the goblin shark, I worked to capture its unique anatomy, which I can’t wait to see fully brought to life in-game! I'll hopefully be able to showcase this next month!

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[h2]RAR[/h2] - 3D Artist

Thank you to everyone who joined us for the live streams on YouTube this month! I’ve been working on the Purussaurus model, with regular progress shared each week. Your support and feedback mean a lot, and we’re excited to keep you updated as this massive predator takes shape. Catch me every Saturday as we continue working on bringing the Purussaurus to life!

End of day 1 of the live stream: - (WIP Purussaurus Model)



End of day 4 of the live stream: - (WIP Purussaurus Model)


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[h2]MiaMia[/h2] - 3D Artist

This month, I wrapped up updates on existing tools and weapons, refining them for implementation in the game. I’ve also started working on brand new assets, and it’s incredibly rewarding to see them come together in-game. Looking forward to creating more exciting items next month!



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[h2]MinizepWolf[/h2] - Programmer

Hello everyone! Here’s a quick summary of my progress:

  • QA Server: Prepped several features for testing, with plans for a major public update soon.
  • Settings Menu: Introduced options for Low, Medium, High, and Ultra graphics settings, along with custom settings for added control.
  • Tool Assets: Worked on importing basic tool assets and preparing them for integration.
  • Halloween Scenes: Helped create some spooky scenes for the season, which can be found on our YouTube video! - (Sounds recreated by Mayonnaise Eater)


Thanks for joining us on this adventure—we’re excited to see what the next month holds!

One Year of Echoes of Extinction! New Devblog #12 is Out!

ONE YEAR WITH ECHOES OF EXTINCTION!


[h2]Islander[/h2] - Project Lead

Hey Extinctioneers!

This month has mostly focused on refining models and animations to ensure they all meet our quality standards. Below, I have some images showing the before and after of our Dryosaurus and Eocarcharia. We also present our new concept for the AI Gallimimus, which our tribals will be able to tame and ride, as well as serve as a nice snack for some hungry carnivores—these can be found in RAR's section. Additionally, we have announced the addition of a new dinosaur and the removal of another, which you can read about in Furious's section.

On another note, we have decided to start doing monthly dev-blogs via videos, which will be posted on our YouTube channel at the end of every month. You can expect the first one tomorrow, though normally they'll be posted at the same time as the Steam dev-blog.

Thank you all for sticking around and supporting us through this journey. It's been one year since we started, and we've made incredible progress, pushing us closer and closer to our vision. We hope you're as excited as we are to see what we can achieve in another year of development—don't blink!

Eocarcharia Before and After:



Dryosaurus Before and After:



[h2]Adrian[/h2] - Retopologist

Why hello there, been a long while since I gave an update but I have returned for more with new assets to retopologize once more for the project. We bring you the cute dinosaur of the Jurassic that would later become the key to all ornithopods onwards throughout the Mesozoic. It shall squeak around the wilderness as the first A.I. to fulfill the needs of the players in the game. Will be back soon at a later date.

Retopologized Dryosaurus Model:



[h2]HematoSalpinx[/h2] - 3D Artist

This month I wrapped up Coelophysis and handed it off to RAR to refine the sculpt. With Dryosaurus and Coelophysis getting ready to enter the next stage of development, I am looking forward to seeing these creatures come to life!

[h2]AirSickLowLander[/h2] - Level Designer

This month I've been hard at work improving performance and adding more details to the cove area. I have optimized tons of foliage that wasn't quite where it needed to be, converting them to full geometry to make the best use of Nanite as possible. The memory usage of textures is now down to 1/3 of what it was a month ago as well! There are new areas to explore on the map that no one has seen yet, and there are many other smaller optimizations and details that have been added to the game recently. Height mapping of the landscape has also significantly improved, looking much more realistic than it did before.











[h2]FuriousSmaug[/h2] - Programmer

This month I've been working hard on the turn-in-place system and it's coming along great, and the final iteration (fingers crossed) will be making its way to QA soon. A short video showcasing how progress looks so far is available below. Aside from turn-in-place, I have spent some time continuing to balance the next two playables on our roster, as well as swap out three others for three new ones to create a better balance between herbivore and carnivore. Unfortunately, Afrovenator was unable to make the cut due to playstyle overlap and will be removed. However, with its removal, we can introduce a new, unique playstyle of an herbivorous dinosaur known as Mussaurus. That's all for now—happy one year in development to the rest of the team, you guys are fantastic!

Turn In Place: [Work in Progress]



[h2]RAR[/h2] - 3D Artist

This month was spent providing support on the design and sculpts of Dryosaurus, Gallimimus, and Coelophysis. I did a pass on the Coelophysis and passed it on for retopology. Ouranosaurus has also been prepped for retopo, and I've begun some explorations for skin patterns and coloration on it and Dryo. Additionally, we have started work on the Gallimimus concept art and have come up with two different variations. Concept B will be available as a customization option.

Ouranosaurus Skin A Concept:



Refined Coelophysis Model:



Dryosaurus Skin A Concept:



Gallimimus A:



Gallimimus B:



[h2]MiaMia[/h2] - 3D Artist

This month has been focused on reworking some of the current tools and weapons to ensure they are engine-ready and efficient for the game! Am hoping that with this next month, I can move onto focusing on the icons and newer models!

[h2]SadEch[/h2] - 3D Artist

This month, I've refined some animations to fit our standard and reworked some of the locomotion for turning, while also exploring ways to achieve the best feeling and looking movement possible. Hopefully, next month, a few new animations will be shown off!

New Devblog #11 is Out!

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers!

This month has been a very busy one. While our level designer has been working on the foliage and new biomes, I’ve been focused on building the first major village. This village will serve as a safe zone where players can trade, socialize, and, most importantly, embark on quests to enhance their skills or gain a head start before venturing out into the unforgiving world. This location is set to be one of the major villages in the lore, owned by one of the tribes we’ll be introducing soon. These tribes will play a crucial role in the island's story. I’ll share more details about the buildings and their purposes soon, so stay tuned!











[h2]Danik[/h2] - Programmer

Hello Everyone,

This month, I've been primarily focused on enhancing the melee combat mechanics for the tribals. We've implemented a series of melee actions, using temporary animations and VFX to test and refine the system. Alongside this, I conducted a general cleanup of tribal functionality to ensure smoother gameplay.

Key updates include the addition of a shared damage pipeline for both tribals and dinosaurs, as well as integrating stamina costs for most tribal actions. Hit reactions and death states were also introduced to bring more depth to combat. Improvements have been made to the bow mechanics, enhancing its overall functionality.

I've attached a video showcasing the current state of the tribals.



[h2]MiaMia[/h2] - 3D Artist

Hey everyone! Wow, it's been quite a busy month around here! We've been making some fun tweaks to our existing tools, and we've got some awesome new weapons to add to the inventory. You'll have some fantastic options to defend yourself in the game!

I'm also working on designing the inventory icons for each item, which has been a fun little challenge for me. While I'm still in the process of creating them, I’ve shared a few that are ready for you to check out!

I can’t wait to see what we’ll be able to show you next!











[h2]FuriousSmaug[/h2] - Programmer

Hey all!

This month, most of my time was spent optimizing dinosaur and AI code. We've converted much of the heavy math to C++ for improved performance, with only a few remaining tasks. Other functions were optimized to work with the gameplay ability system, ensuring cleaner replication and tidier blueprints. We've already seen a 50% reduction in editor compile times, significantly speeding up our workflow.

In terms of new features, I've been working on turn-in-place and turn-and-slide mechanics. We’re on the second iteration, which is decent but still needs some refinement. Additionally, the code and animations for the horseshoe crab AI have been completed and are ready for testing.

Behind the scenes, Islander and I have been discussing upcoming content, including the introduction of Tropeognathus and Purussaurus. These additions will cover all major playstyles—carnivore, herbivore, flyer, and aquatic—bringing even more diversity to our game. We’ve also been busy balancing stats, crafting recipes, and gathering mechanics for tribal players.

[h2]Vittoria[/h2] - Concept Artist

Hi everyone!

This month, I finished the concept for the Europasaurus. It’s been exciting to bring this unique dinosaur to life!



[h2]Chikangia[/h2] - Programmer

Hi everyone,

This month, there’s not much to show visually, as most of my work has been on the code side. I started converting the framework to C++ and continued to refine the inventory system. I also introduced a "Radial" Action Menu for quick access to items.

Players can now loot the inventory of sleeping players and collect vegetation and other items in the world.



[h2]RAR[/h2] - 3D Artist

This month, I continued to assist with feedback on concepts for Europasaurus, Coelophysis, and the Dryosaurus sculpt. HematoSalpinx passed the Dryosaurus to me for final adjustments before retopo and texturing. I've also made significant progress on the Ouranosaurus sculpt, focusing on developing the skin texture, wrinkle passes, and making anatomical changes to the sail, stance, and hand structure.





[h2]AirSickLowLander[/h2] - Level Designer

This month, I’ve been expanding the map further, focusing on new biomes and adding more detail to existing areas. I’ve placed tens of thousands of meshes, including large cliff faces, dense forests, and ravines.

As always, I’m keeping a close eye on performance to ensure the environment is both stunning and smooth to navigate.







[h2]HematoSalpinx (Fortress)[/h2] - 3D Artist

This month, I wrapped up the Dryosaurus sculpt and handed it over to RAR for final adjustments. I then began work on Coelophysis, a small theropod dinosaur. The sculpt is currently undergoing a muscle pass before moving to the next stage.



[h2]johnolofz[/h2] - Sound Designer

Hi!

This month, I worked on integrating sound assets for tribal weapons and basic movements. I’ve set up various sound effects for the stone axe, bow, and torch, including attack sounds, block impacts, and more. Footstep sounds are also in place, currently working with a single surface type but prepared for multiple in the future.

[h2]SadEch[/h2] - Animator

The turn-in-place animations have been completed but will need some tweaks for a smoother experience. I’ve also started working on tripping and falling animations when running, both in normal and injured states. Below is a work-in-progress of the stumble when running injured.

New Devblog #10 is Out!

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers!

This month has been an exhilarating journey, marked by the release of our Tech Demo. First and foremost, I want to extend my heartfelt thanks to each and every one of you who supported and continue to support us on Patreon. Your feedback and enthusiasm have not only driven us to keep pushing out updates but have also been a constant reminder of why we’re so dedicated to making this project reach its full potential.

This month, I’ve been deeply immersed in expanding the lore of our world. It’s becoming quite extensive, with intricate backstories and key characters that will make the quests you undertake as the tribals even more engaging and thrilling. We’re also planning to adapt the map in response to the evolving story, so you can look forward to a world that changes and grows as the lore unfolds!

Progress has been substantial, and we’re eagerly preparing for Part 2 of the Tech Demo Update. This upcoming update will introduce a revamped Tribal experience, packed with new mechanics, the majestic Ouranosaurus, the new Dryosaurus model, and the Horseshoe Crab AI. There’s so much to be excited about, and we can’t wait to share it with you all!

Thank you again for your incredible support, and stay tuned for what’s to come!

[h2]FuriousSmaug[/h2] - Programmer

Hey all!

This month I spent a bit of time everywhere. The start of the month was, of course, our demo release (hope you all are enjoying it!). After that, I worked on several of the bugs and read through the feedback, taking it into consideration for the next patch. We also upgraded from Unreal Engine 5.2 to 5.4, giving us access to a few more features, fixing old ones, and improving performance. During the engine upgrade, I’ve been spending time converting several functions to C++ and optimizing them along the way to ensure the dinosaur playables will run as smoothly as possible. This also involved conversions to the gameplay ability system from the custom one that was set up. I’ve also added the horseshoe crab AI; however, it still needs a few more things (like a walking animation and fleeing logic) before being ready for the public. Overall, while there are still a few bugs and there were hiccups along the way, progress has been going great so far.

Looking forward, we are hoping to get another update to address the issues that were present in the first release to our backers as soon as possible. After that, our focus will be solely on the first major update, Backer’s Build part 2. For me, this will involve implementing the Ouranosaurus and any AI we have ready by then, as well as further optimizations and conversions in the code.

[h2]MiaMia[/h2] - 3D Artist

Hi Guys!

This month hasn't had anything massively new. I reworked some of the previous tools, improving the textures and refining some small details so that they can really capture the quality of the game. I've attached some small snippets to show this. I also created editable textures that can be used across the board for a lot of the other models, which should hopefully save me time in the future when creating more tools and weapons.

We did create some weapons, which I might still make some alterations to, but I'm happy with the look that's coming across!

I'm also excited to say I got my hands on some software that should really improve the presentation of the models, and will really enhance how they look from this point onward!!















[h2]RAR [Raul Ramos][/h2] - 3D Artist

Hello,

This month I've made some progress on the Ouranosaurus model. I completed the muscle block-in phase over the simple skeleton I made, and I've begun to refine the surface anatomy after merging all the underlying layers. In addition, I've been providing support by reviewing the other Dino concepts and models like Coelophysis, Achillobator, and Dryosaurus.



[h2]Chikangia[/h2] - Programmer

Hola everybody!

This month, I spent most of the time on tribal, reworking the stats and animation systems, and adding a few new techniques like animation warping and basic IK. Afterward, I worked on several things, like the HUD, and changed and optimized the menus. I added a new saving system that works with all characters and updated the spawn system to be more reliable.

As tribal, your body persists on the server when logging out, so make sure to hide before.



Then I started working on the inventory, equipment, and interaction systems.

There is still a long way to go, but I look forward to it.



[h2]Danik[/h2] - Programmer

Hello all,

This month I've spent time on project cleanup and code refactoring to make it easily extendable in the future. Most of the work is done, and the project is ready for more new features.

I started work on the first melee weapon: Axe. It will have different kinds of attacks to trick opponents as well as block & parry.

[h2]HematoSalpinx (Fortress)[/h2] - 3D Artist

Hey all,

This month I spent refining Dryosaurus, nearing the next stage of the sculpt. I've spent a large part of the month exploring animal anatomy.

Here is the latest on Dryosaurus!



[h2]Rospaw[/h2] - Animator

Hey everyone!

This month I've made the idle and walking/crawling animations for the horseshoe crab AI.



[h2]SadEch[/h2] - 3D Artist

The last animations for the Eocarcharia are being worked on. The turn in place movement! Along these turns, there will be attack turn animations as well as other attack variants to help spice up the hunt!





[h2]Vittoria[/h2] - Concept Artist

Hi everyone!

This month I finished the concept of the Coelophysis and started the first frontal version of the Europasaurus.



[h2]MinizepWolf[/h2] - Tech Artist

Hello everyone!

First and foremost, we’ve recently upgraded our development environment to Unreal Engine 5.4! This latest version brings a host of new features and improvements that we’re thrilled to leverage. From enhanced graphical fidelity to improved workflow efficiencies, we’re eager to see how these updates will elevate our project.

At the beginning of this month, we had the opportunity to showcase a tech demo of our game, and we’re pleased to report that it was a great success. The feedback we received was incredibly valuable, and it’s clear that our hard work is paying off. We demonstrated key features of our game and got some fantastic insights that will help guide our development moving forward.

Looking ahead, our focus will be on integrating the latest engine features into our project. I plan to work on the night vision ability to better fit how we intend for that feature to function.

Thank you for your continued support and interest in our project. We’re excited about the progress we’re making and look forward to sharing more with you soon!

[h2]AirSickLowLander[/h2] - Level Designer

Hey everyone!

This month I’ve been focusing on designing and optimizing the new Redwoods area. I’m taking full advantage of Nanite and the new features in Unreal Engine 5.4.3 to make the forest (and the rest of the map) as dense and realistic as possible without sacrificing performance.

Along with the Redwoods area, there are more biomes nearby that will receive some updates very soon. We are making the world as interesting and filled with life as possible, so that the environment can truly stand out and not just be pretty to look at.

Thank you to everyone who has given us feedback and supported us! I’m very excited to get to show everyone what we have in store.



Echoes of Extinction Tech Demo Available!

Tech Demo Released!


Watch some of our content creators play on our very first Tech Demo!
[previewyoutube][/previewyoutube]

Hello Extinctioneers!

The moment we've all been waiting for is here. Our tech demo is now live, and the server will be up in a few minutes.

For Patreons at Sub-Adult tier and above, you have access to this build. Join us on patreon to gain access: Patreon (Make sure to link your discord to your Patreon account to receive the role)

Once you have joined the discord: Discord Server Make sure to verify your Steam ID in #demo-verification to receive your key (this may take some time). Once verified, use the command /mykey in the same channel to obtain your Steam ID.

Please note, we've locked the settings to High (you can change them via game config save files if you know how). For Keybinds, hit ESC to pop up a menu. Report any bugs on Discord in #bug-reports and leave feedback in #game-suggestions.

A huge thank you to our Patreons for your support and to the Content Creators for showcasing and supporting us. To the rest of our community, your dedication means everything to us. Thank you!

Echoes of Extinction - Changelog Summary (Versions 0.0.0.0 - 0.0.0.13)


[h2]Additions:[/h2]
[h3]New Features:[/h3]
  • Weather control for Developers, solar eclipse, and moon phase changes.
  • Day/night cycle with corresponding music, ambiance, and sound effects.
  • Swimming and drowning mechanics.
  • Main menu, settings, escape menu, and save system.
  • Night vision, admin commands, and player list integration.
  • Various new animations, sounds, and tribal features (bow, torch, axe).
  • AI improvements including wandering tribals, aggressive groups, and AI avoiding water.
  • New areas on the main map with added foliage, water, ruins, and player/AI spawns.
  • Enhanced character selection, primary attack for tribals, and tribal HUD.
  • Growth influenced by stomach fullness and well-being.


[h2]Removals:[/h2]
  • Removed redundant or outdated features such as old animations, coastal sounds, first-person view for Eocar, and some ambient sound effects.
  • Simplified admin system and removed unnecessary requests (e.g., player name request).


[h2]Enhancements/Changes:[/h2]
[h3]Gameplay and Mechanics:[/h3]
  • Adjustments to Eocar stats, size, and health/stamina regeneration.
  • Improved swimming, eating, drinking, and endurance mechanics.
  • AI behavior changes making Dryo less skittish and enhancing overall AI system.
  • Enhanced combat system with weight and stats affecting damage.
  • Changed night vision for better visibility and adjusted night brightness.
  • Enhanced and optimized map with multiple revisions, including improved beach and pond areas.
  • Tweaked various environmental settings for better performance and visual quality.


[h2]UI and Controls:[/h2]
  • Enhanced UI with new admin panel, keybind list, and updated character models.
  • Optimized HUD elements and added new in-game notifications.
  • Adjusted camera controls during gameplay, including auto-adjusting when growing.


[h2]Fixes:[/h2]
  • Numerous bug fixes improving overall game stability and performance.
  • Fixed replication issues, AI movement, and swimming mechanics.
  • Corrected several HUD and UI glitches.
  • Resolved issues with player actions such as eating, drinking, and interacting with the environment.
  • Fixed various sound and animation problems.
  • Addressed multiple collision and physics bugs.


We look forward to seeing you in-game. Have fun exploring the demo as much as we had creating it!