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Lunar Eclipse News

Update 0.41.5

[p]Hello everyone.[/p][p]Over the past week, I’ve made several improvements related to the overall gameplay experience. Let’s go over the changes.[/p]
  • [p]Items are now highlighted when the player is within a certain distance, making it easier to notice which objects can be interacted with.[/p]
[p]Some players mentioned that finding items in the game wasn’t always convenient. After gathering some feedback and watching a few playthroughs, I improved the item pickup system. Now Ealish “examines” items from a short distance, and if an object can be interacted with, an additional marker will appear once the player gets close enough.[/p][p][/p][p][/p]
  • [p]Character rotation during attacks has been implemented — now Ealish slightly turns toward the direction of the player’s camera when performing melee attacks. The maximum correction per hit is limited to 10 degrees, making close-combat movement feel a bit more natural.[/p]
  • [p]In the previous patch, I fixed an issue that made the game appear too dark when running on DX11. In this update, I’ve also added a brightness adjustment option in the “Graphics” settings menu, so everyone can tune the image to their liking.[/p]
[p]Some players mentioned that the game feels too dark in general. In most cases, that’s an intentional artistic choice, but now you can make the image brighter if that feels more comfortable for you.[/p]
  • [p]Fixed several translation errors in some of the diaries.[/p]
  • [p]Fixed a few cases where clothing elements intersected with each other. Some clipping may still occur, and I’ll continue cleaning it up in upcoming patches.[/p]
  • [p]Some players missed the save point on the Residential Floor, so a small trigger event has been added — it now highlights or points out the save point when you walk near it.[/p]
[p]A number of small tweaks and adjustments were also made to improve the overall experience. For example, knife attack speed has been slightly increased and is now more consistent across all knife types. The first “Pocket Knife” remains the fastest but also the weakest melee weapon for now.[/p][p]I know that some players were disappointed that old save files are not supported in newer versions. I completely understand the frustration and hope for your understanding as well. Lunar Eclipse is still in Early Access, and many things are changing under the hood: the architecture has been reworked, interaction sequences improved, smooth transitions and fades added, and small in-game scenes (like door interactions) have been refined. These and other underlying changes directly affect save-file compatibility.[/p][p]Creating backward-compatibility patches for outdated saves doesn’t make much sense at this stage, as it would only complicate development further. I truly appreciate your patience and support — replaying the game shouldn’t take long, and I’m doing my best to make each update more stable and engaging.[/p][p]That’s probably all for this patch. Thank you for your continued support — I’m moving forward with further work on Lunar Eclipse and the upcoming updates.[/p][p][/p][hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Update 0.41.4

[p]Hey everyone! While I’m continuing to work on improvements after the last update, some of them have already been added to the game:[/p]
  • [p]Fixed clipping between certain clothing elements.[/p]
  • [p]Fixed a bug that allowed players to duplicate an item in the inventory.[/p]
  • [p]Corrected a few spelling errors on in-game textures.[/p]
  • [p]Fixed an issue where the player could interact with some objects through walls.[/p]
  • [p]Fixed a problem where the game appeared too dark when running on DX11 instead of DX12.[/p]
[p]It’s important to understand that Lunar Eclipse was originally developed and optimized for DX12. DX11 support remains as a legacy compatibility option. You can still use it to improve performance on lower-end systems, but it doesn’t deliver the same visual quality or feature set as DX12[/p][p]In the previous update, there was a mistake on my side that caused the image to appear significantly darker when running on DX11. This issue has now been fixed — visuals in DX11 mode should look almost the same as they did before version 0.40.0.[/p][p]Thank you all for your continued support! I’m currently working on a few more improvements planned for next week — including a more convenient item interaction system, where a small marker will light up near objects as you approach, making it easier to notice interactable items.[/p][p][/p][hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Lunar Eclipse - Update 0.41.0

[p]Hey everyone![/p][p]This one took a while — and honestly, it’s the biggest update since the Early Access release. I’ve been working on it quietly for the past few months, taking time to fix, polish, and add things that really make the game feel better overall.[/p][p]Thanks a lot for your patience and for sticking with me through all this. I really appreciate it.[/p][hr][/hr][h3]Important notice about save files[/h3][p]After updating to version 0.40.0, save files from previous versions will no longer be compatible with the updated game.[/p][p]I’m really sorry for the inconvenience and hope for your understanding. Since the game is still in Early Access, some rough transitions like this can occasionally happen during development.[/p][hr][/hr][h3]New Area: Residential Floor[/h3][p]This update finally opens the Residential Floor — a new part of the underground complex with abandoned living quarters, a kitchen, and maintenance corridors.
Depending on how much you like to explore, it should give you around two hours of new gameplay, new puzzles, and a bit more story to uncover.[/p][p]It’s one of the more atmospheric areas I’ve done so far — quiet, lonely, but strangely cozy in some corners. Hope you’ll like it.[/p][hr][/hr][h3]Knives & Combat Improvements[/h3]
  • [p]There are now three unique knives in the game - each feels and behaves slightly differently.[/p]
  • [p]Their stats are now visible in the inventory, so you can compare them directly.[/p]
  • [p]Now zombies can be staggered by chance - not every time, but enough to make a difference.[/p]
[hr][/hr][h3]Outfits & Crafting[/h3][p]The crafting system has been simplified a lot. Before, there were around 14 different crafting materials — now it’s just the essentials: Thread, Fabric, Leather, and Sewing Kit.[/p][p]This change makes things easier to manage without losing the customization aspect.[/p][p]On top of that:[/p]
  • [p]Added 3 new outfits (Evening Dress, Bikini, Swimsuit) — together that’s 11 new pieces with some color variations.[/p]
  • [p]Added Pantyhose items.[/p]
  • [p]Added a Neck Accessory slot for chokers and small details.[/p]
  • [p]Skin weights on some clothing elements have been improved to minimize intersections with the character or other pieces of clothing.[/p]
[hr][/hr][h3]Puzzles & Interactions[/h3]
  • [p]There are 8 new puzzles in the Residential area.[/p]
  • [p]You’ll also notice that puzzle screens now have on-screen hints for key actions.[/p]
  • [p]Another cool thing — now you can jump straight from dialogue into a puzzle.[/p]
[p]It makes the storytelling flow a lot smoother and helps keep the tension when something’s happening in the scene.[/p][hr][/hr][h3]Gameplay & Balance Tweaks[/h3][p]A few small (but important) adjustments to how the game feels:[/p]
  • [p]Added player level indicator to the UI. It doesn’t affect anything yet, but I’m thinking of connecting it to stamina or health later — kind of a light RPG touch.[/p]
  • [p]Dodge distance has been increased from 0.6 m to 1 m, which lets you fully break away from an enemy’s reach — but you still have to time it right, since Ealish isn’t invincible during dodges.[/p]
  • [p]Dodge speed was increased by about 20 % to make it more responsive.[/p]
  • [p]Breathing and stamina now behave more predictably (though I still see occasional weird behavior, and I’ll be fixing that).[/p]
  • [p]Zombies had their code improvements and are less likely to miss at close range.[/p]
  • [p]Save points now restore the character’s health.[/p]
[hr][/hr][h3]Audio & Lighting[/h3]
  • [p]Added new footstep sounds for high heels and various floor surfaces.[/p]
  • [p]Improved lamp flickering and ambient sound handling — overall, things should feel more alive (or… less alive, depending on how you see it).[/p]
  • [p]The lighting across the environment has been reworked. Dark areas should now appear slightly brighter, and the overall image should feel more balanced between light and dark spots compared to previous versions of the game.[/p]
[hr][/hr][h3]Interface & Quality of Life[/h3]
  • [p]Journal and Collectibles menus were rearranged for better accessibility.[/p]
  • [p]Added slot numbering to the save/load screen.[/p]
  • [p]HUD now hides automatically during interactions and puzzles (still being fine-tuned, so some cases may show it).[/p]
  • [p]Fixed journal synchronization after loading a save.[/p]
  • [p]Improved how collectibles and demo-only content initialize — mostly backend, but it’ll make future updates smoother.[/p]
  • [p]Added a new “Owned” field displayed under each clothing item.[/p][p]It shows how many copies of that particular outfit the player currently has.
    The value updates dynamically — it increases when you craft an item and decreases when you drop it from the inventory. This field represents the actual number of owned items, not the number of times they were crafted.[/p]
  • [p]A short delay was added before exiting to the main menu. From now on, you’ll need to hold the confirm button for 2 seconds to confirm your intention to exit.[/p]
[hr][/hr][h3]Languages[/h3]
  • [p]A new language has been added - Japanese.[/p]
[p]If you notice any misspellings or other errors, please don’t hesitate to let me know through the Discord Community or the related topic on the Steam Community.[/p][hr][/hr][h3]Visual & Technical Stuff[/h3]
  • [p]Adjusted hair and ponytail physics — looks smoother now, though I’ll keep refining it over time.[/p]
  • [p]And yes, there’s now a bit of light jiggle physics on Ealish’s body. Nothing crazy, just subtle and natural.[/p]
  • [p]Added new small environment decorations to make spaces feel more lived-in.[/p]
  • [p]General lighting and mesh optimization across the Basement and Residential areas.[/p]
  • [p]Character skinning has been improved, which means Ealish’s body now bends more naturally — elbows, knees, and other curved areas look smoother and less distorted than before.[/p]
  • [p]Tons of small fixes and internal cleanup — especially around blueprints and inventory handling — setting the foundation for future updates.[/p]
[hr][/hr][h3]Fixes & Improvements (0.40.0+)[/h3][p]Here’s a list of various fixes and improvements made in version 0.40.0+ during the testing period.[/p][p]General[/p]
  • [p]Adjusted lighting setup across multiple areas.[/p]
  • [p]Added option to enable or disable the main HUD.[/p]
  • [p]Improved item pickup consistency — interactions now feel smoother with both mouse and controller.[/p]
  • [p]Added new note and two additional lockers in the changing room (3 in total).[/p]
  • [p]Restored proper visibility of plush toys in the world.[/p]
  • [p]Fixed an issue where the music box with two batteries displayed its screen at incorrect brightness, causing it to appear completely black.[/p]
  • [p]Improved resolution and visuals of clothing icons in inventory and collectibles tabs.[/p]
  • [p]Updated texture of the clothing magazine to a higher quality version.[/p]
  • [p]Added glow effect to the electrical panel.[/p]
  • [p]Added collision to several meshes where it was accidentally missing during recent improvements.[/p]
  • [p]Removed one unused poster from the build.[/p]
[p]Puzzles & Gameplay[/p]
  • [p]Fixed issue where the safe keypad displayed more than four input slots.[/p]
  • [p]Fixed incorrect piano password.[/p]
  • [p]Fixed bug where the keyholder could be activated twice in one playthrough.[/p]
  • [p]Fixed an issue where it was possible to remove the inserted item from the box right after placing it, causing the box to enter the second puzzle phase without the item inside.[/p]
  • [p]Added missing sound effects for puzzle boxes.[/p]
  • [p]Fixed issue where item application logic sometimes failed when interacting with specific actors.[/p]
[p]Controls[/p]
  • [p]Fixed an issue where rotation didn’t work when using a gamepad during puzzle interactions.[/p]
  • [p]Fixed a problem that prevented remapping gamepad buttons for rotating puzzle elements inside puzzles.[/p]
[p]Visuals & Technical[/p]
  • [p]Fixed issue causing wall flickering when running the game on DX11 instead of DX12.[/p]
[p][/p][p]That’s pretty much it for this one.[/p][p]As always, thank you so much for supporting Lunar Eclipse. If you want to follow development more closely or share your feedback, hop on the Discord — that’s where I usually post smaller work-in-progress stuff and talk with players directly.[/p][p]See you soon in the next patch — and as always, take care down there. ❤️[/p][p][/p][hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]

Update 0.40.0+ Coming October 29

[p]Hello everyone![/p][p]I’m happy to let you know that the new update 0.40.0+ will be available on Steam starting October 29th.[/p][p]With the help of the community - for which I’m really grateful - I’ve been testing and polishing everything as much as possible: fixing issues, adding improvements, and including the Japanese translation so you can enjoy the game with fewer problems.[/p][p]All additional information and the full patch notes will be published on October 29th as well.
That post will also include all the fixes and tweaks made during the polishing phase of version 0.40.0+.[/p][p][/p][p]Important notice about save files[/p][p]After updating to version 0.40.0, save files from previous versions will no longer be compatible with the updated game.[/p][p]I’m really sorry for the inconvenience and hope for your understanding. Since the game is still in Early Access, some rough transitions like this can occasionally happen during development.[/p][p][/p][p]Thank you all for your support - it really means a lot. ❤️[/p][p]See you in a week![/p][p][/p][hr][/hr][p] [/p][p][dynamiclink][/dynamiclink][/p]

Update 0.4 Preview

[p]Hey everyone![/p][p]It’s been a while since the last update, and I know things have been a bit quiet here. The main reason is that I’m still learning how to handle deadlines as a mostly solo developer. Every time I try to set a date, something unexpected pops up. That’s why after the EA release I decided not to rush with promises.[/p][p]But don’t worry - I’m working on Lunar Eclipse every single day, and the game keeps getting better step by step. Right now, my plan is to release the next update around the end of October. It’s still an estimate, so a small delay (like a week or so) is possible, but that’s the target.[/p][p]Here’s what you can look forward to in this update:[/p]
  • [p]New Area: Residential Floor – about 2 hours of gameplay (depending on how you approach puzzles).[/p]
[p][/p]
  • [p]3 New Outfits with 11 unique clothing pieces and extra variations (Evening Dress, Bikini, Swimsuit).[/p]
  • [p]New Clothing Types – Pantyhose and Neck Accessories.[/p]
[p][/p]
  • [p]8 New Puzzles to really test your brain again.[/p]
[p][/p]
  • [p]Japanese language support (maybe another one too, but still deciding).[/p]
  • [p]And of course, a bunch of improvements big and small. Full patch notes will come on release day.[/p]
[p]I’ll make a separate post to announce the exact date once I’m 100% sure.[/p][p]Also, if you want to follow development more closely, come hang out in the Discord! Sometimes things are quiet here on Steam, but on Discord you can always ask me questions and see what I’m working on.[/p][p]Thanks a lot for your patience and for supporting the game — it really keeps me motivated. I can’t wait to share this next update with you![/p][p][/p][hr][/hr][p][/p][p][dynamiclink][/dynamiclink][/p]