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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]

Our new Dinosaur has entered the Island! - New Dev-blog #22 is Out!

Islander
[h3]- Project Lead[/h3][p]
Hey Extinctioneers!

This month is absolutely jampacked with progress from all departments, as you know we're gearing up to release the Tech Demo with our Indiegogo Campaign, so everyone is putting in extra time to make sure this Tech Demo is a good representation of the work we can do, even with limited to no funding. A lot of our time has also gone into bug fixing as we ran across some fatal errors on the build that needed our attention. I'm happy to say everything is still on schedule though so far, but we will keep you updated if anything changes!

I've been hearing some concerns with the combat, some people hoping it doesn't become a tailriding competition, just wanted to share a gif to help ease your minds, but combat is going to be quite in-depth in EoE, the Tech Demo will be quite basic, but as we progress we have many ideas in mind to make combat fun.

With that being said if you want to check out the video Dev-Blog here is the link to that too!

[/p][p][dynamiclink][/dynamiclink] [/p]
Bohuslav_Salo
[h3]– 3D Artist
[/h3][p]Hello everyone! This month I’ve finished the Tribal Male character. Finalized the sculpt, finished texturing (specular, roughness) + masks
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Yaroslav
[h3]– Pattern Artist
[/h3][p]Hi! Here are the dinosaur patterns I’ve made this month:

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FuriousSmaug
[h3]– Programmer
[/h3][p]Hey all! This month has brought about the usual bug fixes and optimizations. However, it has also had several new things, and a few last‑minute additions are being made as we solve one final crash.[/p][p]Organs and edible meat chunks are nearly complete and will help vastly with the diet system. I’m currently working on getting them to look good when scaled at different sizes and maintaining those sizes no matter which species or growth picks them up. Weather also got some tweaks, and an altered weather system will soon be added that allows regions to have different weather, similar to Minecraft and Ark.[/p][p]Some exciting development has been made with future playables, including Ourano, Puru, Pachy, and Enigmo. Ouranosaurus has been rigged and I’ve implemented its basic functionality while I await its sounds and more animations. Puru is almost complete, and I added it to the test level to test its scaling. Finally, Pachy and Enigmo have gotten their first‑iteration stats set up. I’ve started using a new point system to help balance the first‑iteration stats; I will share Eocar’s and Ourano’s.
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AirSickLowLander
[h3]– Environment Artist
[/h3][p]Hey everyone! This month I focused on the landscape material and various bug fixes around the map. Our landscape now has a much more visually pleasing height effect that runs through RVT, a very performant method of achieving this look. I also put more effort into variation to mask any tiling, which came out great! Performance has also improved, with the number of RVT volumes and landscape material instances reduced to one for the entire map. There have also been bug fixes in preparation for the tech demo, so I’ve spent a large amount of time going over everything on the map. Performance will continue to improve; this is currently my main focus!

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Void
[h3]– 2D Artist / UI Designer
[/h3][p]Hey all! This month has been dedicated to revamping UI. I’ve finished the concept for the revamped crafting UI and I’m now working on the tribal panel, dinosaur panel, and some additional fixes. This should slowly but surely fit the aesthetic of the game!
Image
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Chikangia
[h3]– Programmer
[/h3][p]Hey everybody,[/p][p]This month, I focused on visual improvements and character customization features.[/p][p]UI Update: I updated the user interface to match our new concept art, giving the game a more polished and cohesive look.[/p][p]New Tribal Model & Customization: I’ve also been working on implementing the new Tribal male character model, along with various customization options to give players more control over their character’s appearance.

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Kleiner
[h3]– Animator
[/h3][p]I’ve been hard at work animating Ouranosaurus. More to come![/p][h3]

Bite:
Drink:
Scent:
Eat: (Bush)[/h3]
RAR
[h3]– 3D Artist
[/h3][p]This month I’ve been working on painting new textures for the Ouranosaurus, most of which are nearly done. Eocarcharia is also getting new skins. I’ve continued to push forward on the Purussaurus during our weekly Saturday streams. The retopology has been completed, and I am currently working up some skin concepts. I’ve also had some fun rigging and posing the Puru in Blender for some nice renders in the

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Arrived
[h3]– 3D Artist
[/h3][p]This month I repurposed our horseshoe crab into a shield, created a model for the stone sword, and began working on the leather armour set.

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SadEch
[h3]– Animator[/h3][p]For the tribal, I’ve rigged the new custom Tribal human to the same skeleton that was in use before so that all previous animations can be used! I also spent a few hours on getting the weight paint correct, as the hands are easily the most difficult part. I need to get it perfect or the model might twist and stretch in odd ways. (Including a silly pose from posing the tribal around to make sure all weight paint is fine.)[/p][p]On the dinosaur side, Ourano is now fully rigged and ready to rumble around with the animations. I’ve begun the locomotion for the Ouranosaurus. There are loads of obstacles with this dinosaur, such as the sail on its back—we don’t want to break its back! I have yet to revise the walking animation to remove some unwanted jiggle and some internal frustrations at the running. It’s just a clumsy‑looking creature, and it’s hard to get it looking right.

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Vittoria Leto
[h3]– Concept Artist
[/h3][p]Hello everyone, this month I’ve been working on and exploring concepts for platforms that will be placed in trees for human use.

[/p]

The Future of Echoes of Extinction? - New Dev-blog #21 is Out!

Islander
[h3]- Project Lead[/h3][p][/p][p]Hey Extinctioneers![/p][p]This month is quite an important one for EoE. The decisions we made recently will probably go down as some of the most important in this project's journey.[/p][p]For the past couple of months, we've been hyping up the Tech Demo. It's gone through a lot of testing and fixing, and we’re edging super close to its finished state—but that said, we’ve decided to take things a step further. The team and I have chosen to add a little extra content to the Tech Demo before its free release to the public. Some of this content will include an additional playable and a few more features and locations to explore.[/p][p]Why have we made this decision? Well, after a year and six months of pushing forward with passion and excitement on the development side, we’ve decided that alongside the Tech Demo, we will also be launching our crowdfunding campaign. This will ever so slightly delay the Tech Demo's release, but not by much at all—we just want to make sure it’s ready for everyone and has enough content to really showcase our vision for Echoes of Extinction.[/p][p]We know we’ve got a lot of hungry eyes on us from the community, as well as excited content creators who are eager to show their own audiences—and we want to make sure we deliver something unique and that truly represents what we're capable of, even if it's just a Tech Demo.[/p][p]Launching the Indiegogo campaign and reaching our funding goal will push us forward in a huge way. It will allow us to fully dedicate our time to building the game we’ve all been dreaming of. It will also give us the opportunity to hire new talent, and finally, to pay our current developers for their amazing work—both past and future. This will mean faster and even higher quality updates![/p][p]As always, we’ll keep you updated on when the Tech Demo and crowdfunding campaign go live so everyone can get involved. The Tech Demo will remain free for everyone to play all the way up to the Early Access release which it will then be published on steam to begin with.[/p][p]Thank you all for the amazing support you've shown us over these past months—it’s truly kept us going even during the tough times. We can’t wait to bring you along for the ride and see you all on the island of Akura soon. Keep the hype alive—and let’s get ready for this new chapter!

[/p][previewyoutube][/previewyoutube][p] [/p][hr][/hr]

FuriousSmaug
[h3]– Programmer[/h3][p][/p][p]Hey! This month was very similar to last. Most of the team’s time has been spent getting our Tech Demo update out. I’ve focused on optimizing and tweaking code—converting more Blueprint functions to C++ and GAS, fixing various diet‑system bugs, and adjusting some stat values—all while ensuring existing functionality remains solid. We’ve also added updated Eocar animations.[/p][p]Beyond optimizations, I’ve begun balance changes to growth times. Originally, base growth ranged from 30 minutes to 16 hours. After discussion, we’ve reduced longer growths by up to 25% and shorter ones by about 5%, with a few species seeing slightly longer times. Our new base range is 45 minutes to 12 hours. For example, Eocar’s base time went from 210 minutes to 170 minutes—and with up to 30% growth speed bonuses, an Eocar can mature in just under 2 hours.[/p][p]As a bonus, I’ve been setting up new stats, attacks, and abilities for our roster. With Puru and Ourano nearing completion, we’ve chosen our next four species: Pachycephalosaurus, Dracovenator, Irritator, and Enigmosaurus.[/p][p]

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Chikangia
[h3] – Programmer[/h3][p][/p][p]This month, I focused on improving network responsiveness and preparing for upcoming animation upgrades.[/p][p]Character Movement Overhaul: I reworked the movement component to ensure smooth, responsive gameplay even under high‑ping conditions, implementing server‑predictive features to minimize latency impact.
Optimizations & Fixes: Continued general optimizations and bug fixes across the project to boost stability and performance.
New Animation System: Began integrating our latest Tribal character animation assets into the new animation system for more lifelike behavior.[/p][p][/p][hr][/hr]
SadEch
[h3]– Animator[/h3][p][/p][p]This month I’ve focused on the Juvenile Eocar. It was long overdue for new animations that capture being small, lightweight, and nimble (with added cuteness!). The juvenile now has new walk, trot, and run animations, and I paired adult and juvenile trotting side‑by‑side so you can truly see the difference in speed and feel. I also added grabbing‑chunk and swallowing‑chunk animations.[/p][p]
Trot: Walk: Sprint:
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Vittoria Leto
[h3]– Concept Artist[/h3][p][/p][p]Hello everyone! This month I started gathering references for the platforms that will be placed on the sequoia trees for humans, and I’ve begun sketching the first drafts. I hope to finish soon and share my work. [/p][p]
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HERNI
[h3]– 3D Artist[/h3][p][/p][p]Hello! I’ve completed the modular building pieces for the game. I adjusted the size of the logs to improve visual consistency and resized all modular parts so they snap together precisely. Unless any unexpected issues arise during implementation, the modular system is ready for use!

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RAR
[h3] – 3D Artist[/h3][p][/p][p]This month, I continued my work on the Purussaurus. I’ve focused on representing its many osteoderms in the mesh—most are now incorporated, with just a few areas left to touch up. Catch more progress on Puru every Saturday at 7 am PST.[/p][p]The Ouranosaurus is also coming along: male textures are nearly finished, and I’ve planned body blend shapes for aging plus color variations for the female skin pattern.[/p][p]
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Arrived
[h3] – 3D Artist[/h3][p][/p][p]Hey everyone! This month I made the mortar and pestle model and have been working on the sequoia tree bases.[/p][p]

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Pneuma
[h3]– QA Coordinator[/h3][p][/p][p]This month we’ve started running QA in earnest so we can push out bi‑monthly builds and have them tested. We’re slowly expanding the QA team to build a strong stress‑test community for future content.[/p][p][/p][hr][/hr]
Bohuslav_Salo
[h3]– 3D Artist[/h3][p][/p][p]This month I made a low‑poly male character, created UVs, updated the face sculpt, and built a base for the inner mouth.[/p][p]
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AB_TurtleButt
[h3]– Animator[/h3][p]This month I worked on more transitions for smooth movement and reworked the idle animation to improve posing and posture.[/p][p]
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Void
[h3]– 2D Artist / UI Designer[/h3]
[p]Hey all! This month has been dedicated to the UI revamp, and I’m excited to show it off as I get it game‑ready. Next up: revamping the crafting UI and the dino panel UI![/p][p]

[/p][hr][/hr]

Ouranosaurus model nearing completion! - New Dev-blog #20 is Out!

[h2]Islander[/h2] – Project Lead

Hey Extinctioneers!

This month our team has mostly focused on refining the current game, getting it ready for the much anticipated Tech Demo, which is now edging closer and closer to being released. QA have been working extremely hard at trying to catch every major bug possible for us to fix.

In the meantime I've been working on some more structures on the map, one being a big desert Temple, which will have a significant role in the lore. Not only this but I have gone ahead and took some images for our steam page to make it more up to date with the future vision of Echoes of Extinction.
I have also completed a Dev-Blog video for you to check out:

[previewyoutube][/previewyoutube]







Steam page:











[h2]Chikangia[/h2] – Programmer

This month, I focused primarily on stability, polish, and improving core systems.

QA Bug Fixes: I spent most of the time fixing bugs reported by our QA team to ensure a smoother and more reliable experience.

System Improvements & Optimizations: Several existing systems were refined and optimized to boost performance and consistency.

Ragdoll Enhancements: I improved the ragdoll behavior for both loot bags and Tribal characters, and optimized it for better performance in multiplayer.

[h2]FuriousSmaug[/h2] – Programmer

Hey all! This month has been filled with many bug fixes, tweaks, and optimizations as QA has been hard at work providing bug reports for us to fix. Most of the bugs were quick to resolve; however, a few were stubborn—such as certain sounds not playing and stamina having draining issues. All will be fixed before our tech demo!

While a majority of my time was spent bug fixing, the start of the month involved implementing the new Eocarcharia model, morphs, and textures, as well as adding a few improved animations. It is looking better than ever before, and I’ve had a blast running around on the new model lately.

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[h2]HERNI[/h2] – 3D Artist

Hey everyone!

This month I’ve been a bit busy and managed to make some progress.

I focused on updating the modular structures. The logs I was using were way too thick, which caused issues with scale and fitting. So I went back and resized all the pieces, making adjustments to ensure everything connects properly.

It’s moving along quickly now, and the updated modular system should be ready soon!

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[h2]Arrived[/h2] – 3D Artist

Hi everyone, this month I joined the team and finished my first asset: The first tribal workbench that Tribal humans will use to craft various first tier items. Excited to work on more!



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[h2]AirSickLowLander[/h2] – Level Designer

This month has mostly been about bug fixes and optimization for me! That being said, I have done some work on the meadows biome. I’ve begun experimenting with foliage distribution and adding small points of interest, such as a broken dam leading to floodplains.

On the performance side, we have gained a significant amount of performance on the map this month. The Redwoods are far less demanding now, as are most of the jungle regions. Video memory demand is much lower, and draw calls have been reduced in every region, which leads to noticeably better performance.





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[h2]Bohuslav_Salo[/h2] – 3D Artist

This month I’ve refined male character forms and proportions, fixed anatomy, and now I’m ready to make a low poly before finalizing the sculpt and adding details.









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[h2]Fireslafi[/h2] – 3D Artist

This month, I finished up our second Eocarcharia skin—this one being for the Outback Desert biome. Additionally, I made some alternative colour palettes for the Redwood Eocarcharia to help with skin customization which you'll be able to play around with in the skin customisation tab.



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[h2]AB_TurtleButt[/h2] – Animator

I made the transitions for several locomotion animations to ensure smooth movement inside the game.







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[h2]RAR[/h2] – 3D Artist

This month I’ve been working on a couple of the dino models.

I’ve made progress on the retopology of Purussaurus during our weekly Saturday livestream.

We’ve recently started a second livestream on Wednesdays, where I’ve been texturing the Ouranosaurus.





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[h2]ItzLennyMan[/h2] – Voice Actor

Hello, I’m Lenny, and I’m a voice actor joining the passionate team behind Echoes of Extinction! With my recent addition to the team, I don’t yet have heaps of amazing content to show off for this month; however, I am happy to say that I should be getting some characters to start voicing in the near future. Keep an ear out for some new voices!

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[h2]Void[/h2] – 2D Artist / UI Designer

This month I’ve been slowly but surely working on a complete UI overhaul. I started with the inventory, and from there I’ll move onto crafting, the dinosaur panel, and everything else. This new style will fit the proper artstyle and theme of the game and make it stand out.

Extremely excited to finish this and see it implemented in-game!

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[h2]SadEch[/h2] – 3D Artist

I finished the trot and run animations for the adult Eocar—a full overhaul of the weight and movement to better fit this model. I worked very hard with Islander to ensure perfection. Minor tweaks, such as lowering the torso a bit for the trot and walk, will come in the future, but they’re very small adjustments.







Is our Next Tech Demo Free to Play?! - New Dev-blog #19 is Out!

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers,

This month I’ve been shepherding our incredible team as they tackled everything from tribal lore and voiceovers to foliage tweaks and system overhauls. We saw:

Concept & Modeling: Vittoria and Bohuslav laid the groundwork for our human tribes, while RAR and SadEch pushed forward on dinosaur skinning and the Eocarcharia rig.

Animation & Environment: AB_TurtleButt refined tribal locomotion, and AirSickLowLander filled our biomes with denser, optimized foliage.

UI & Audio: Void revamped our in-game panels, and Mayonnaise Eater brought Dryosaurus to life with naturalistic calls.

Systems & Quests: Chikangia smoothed out menus and settings, FuriousSmaug tightened up diets and stats, and Danik empowered designers with our new quest framework. Plus, we introduced two demo quests—“Winds of Memory” and “Repairing the Fence”—complete with voices by Katieotten13 and DefeatPete.

For a closer look at all of these updates in action, check out our April 2025 Dev Blog video on YouTube

Important:
I'd also like to announce our next Tech Demo will be fully free to play!

[previewyoutube][/previewyoutube]

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[h2]Mayonnaise Eater[/h2] - Sound Designer

Hey everyone,

This month I’ve been working on some vocalizations and experimenting more with the style of sounds that the creatures in the game have. I’ve wanted to take a more natural approach to the sound design in the game, utilising fewer big, monstrous sounds and fewer crazy plugins to keep everything sounding a little more grounded. This month’s focus has been Dryosaurus; he’s been through a few changes, but currently he’s in a really good spot with some nice unique sounds that give him a lot of character. I’m very excited for you to hear them!

I’ve also been looking at some different audio implementation methods for Echoes of Extinction and exploring how we can implement them as organically as possible. We don’t want the creatures to sound monotonous or repetitive. Implementation is a huge proponent to avoiding that! Currently, we’re looking at how to segment sounds and provide subtle variations, allowing different sounds to be produced each time you use a call in-game. Ideally, this will allow for a larger variation in sounds rather than having a few sounds that the game will cycle through.

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[h2]Danik[/h2] - Programmer

Hello everyone,

This month I was helping with quest changes, allowing the design team to make many different quests for players. I will continue looking into melee combat, which at the moment hasn’t been tested well enough in real multiplayer scenarios and might require some work to make it feel good for various ping cases. Also, my priorities might shift after we get feedback on the latest build.

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[h2]Void[/h2] - 2D Artist / UI Designer

Hey everyone! This month has been dedicated to working on 2D art for in-game items used for UI, alongside working on other UI aspects such as the Dino panel, as well as aiming to remake the UIs soon so they’ll fit the game’s vision perfectly!

Dinosaur Character Panel:

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[h2]Chikangia[/h2] - Programmer

This month was all about improving the player experience through better settings and continued system maintenance.

New Graphics & Audio Settings Menu:
I created a new menu that allows players to adjust graphics and audio settings more easily and in greater detail.

Bug Fixes & System Improvements:
I fixed several issues in existing systems and made various improvements to ensure better performance and functionality across the board.

Main Menu:

Graphics Panel:

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[h2]FuriousSmaug[/h2] - Programmer

Hey all! It’s been a busy month finishing up diets and base code revisions for stats. The basic functionality, including buffs, debuffs, nutrient gains, and special foods, is all complete. While the system will feel bare-bones at the moment, the more the game progresses and the more species of plants and dinosaurs are added, the better it will feel. However, the system was designed in a way to allow for even a single playable and still work well. There are still a few minor bugs that will be worked out in time, but nothing major!

Besides finishing up diets and revisions to stats, I’ve been moving on to adding the new Eocar model. I’ve been working with Ech and Rar on getting the new textures and materials set up to make everything easier for future playables. I’ve also been doing various optimizations to other systems, from dinosaur AI to other code for playable dinos, in order to make the next update as clean as possible. There have also been some changes to various mechanics and stats behind the scenes. Tweaks to weight, damage, new attacks, even reworks or additions to mechanics are always being looked at to ensure each and every mechanic and playable is both enjoyable and challenging. Much work has been done to make the next update as smooth and enjoyable as possible.

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[h2]AirSickLowLander[/h2] - Level Designer

This month, I’ve been focusing on improving foliage distribution across every biome! The jungle now has denser ground coverage, while reducing the number of trees with collision that offered very little visual value. I focused more on filling the canopy above and the floor of the jungle, giving a little more space to move and see.

Along with that, I’ve been focusing on reducing the number of textures being used in the game. I’m reusing them where I can to offer lower VRAM usage and lower disk size for the total game. Now, the main thing I’m focusing on is filling the rest of the map with foliage, at least enough to have the general layout solidified.



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

First of all, I’d like to apologize for the lack of updates over the past few months. I’ve been quite busy with my studies and my full-time job. Thank you for your patience.

This month, I’ve made significant advancements on the modular wooden parts for the constructions. They are now practically finished; all that’s left is some fine-tuning to ensure they fit perfectly together. Additionally, the 2 boats are complete in terms of modeling. The only remaining task is to polish the texture work.

Tribal Base Modular Building:

Boats:

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

This month I continued to work on the Purussaurus during our weekly livestreams on Saturday mornings. I unfortunately missed one due to being sick, but we are back on track and finishing up the last little details on the high-poly before jumping into the next phase of retopology.

Outside of that, I’ve been working on prepping the Ouranosaurus for textures and I’ve begun to apply the first skin design to the model. Still more to go on the textures. I’d consider this a quick blocking pass now. I’ve also been helping here and there with feedback on the tribal model currently in the works.

Ouranosaurus:

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[h2]AB_TurtleButt[/h2] - Animator

Continued working on Tribal Animations, getting the transitions in place and also some of the locomotion animations.

Idle-Run Tribal Animation:

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[h2]Vittoria Leto[/h2] - Concept Artist

Hello everyone 🙂
This month, I focused on developing concepts related to human morphology adapted to a hostile environment. I created different body types, varying in height—some taller, others shorter—but all sharing a common trait: highly developed musculature designed to provide strength, endurance, and adaptability under extreme conditions. I concentrated particularly on turnarounds to explore how these anatomical forms behave from different angles. This allowed me to work not only on the overall volume but also on muscle detail and posture. The goal was not only to create functional bodies but also ones that feel believable within a coherent fictional world. Each design aims to tell a story about how that body has evolved or been modified to survive.

Male Bodies:

Female Bodies:

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

Hello everyone! This is my first project for Echoes of Extinction, really excited to be here). This month I’ve started working on the male character 3D model.

Human Male Tribal:

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[h2]Katieotten13 (Auriel VA)[/h2] - Voice Actor

Hi everyone – I’m so excited to be here! I’m a professional voice actor with many years of experience in anime, audiobooks, video games, etc.

I just finished recordings for the first quest that Auriel sends the player on to find a medallion, which you can find in the new tech demo update. I’m so excited to work on more recordings! ☺️
You can also listen to one of my lines on our YouTube channel on Aprils Dev-Blog video!

Medallion [Quest Item]:

[h2]DefeatPete[/h2] - Voice Actor

Hey Everyone,
This month I excitedly worked on Farmer Jorik, making sure to fully capture the voice and essence of our friendly farmer, in my quest you'll have to help me repair a fence and reclaim my Dryosaurus who have escaped. You can hear one of my voice lines on our YouTube channel of Aprils Dev-blog.

Nails [Quest Item]:

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

Greetings, everyone. This month has been spent perfecting the last bits of the Eocarcharia. It's been paired up with the old rig and fully functional in it! The morphs from a tiny hatchling to a full done are on the model as well, graciously done by Raul! So far, here's a fully overhauled walk-cycle for the adult eocar.

Eocarcharia Walk:

Eocarcharia Growth Stages: