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Engine Eternal News

Patch 1.12

[h2]Adjustments[/h2]
  • [p]Updated Spectating so you can now switch target using left click[/p]
  • [p]Slightly decreased camera sensitivity in Spectate[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed an issue where the Warden would 'stick' to players if he walked into them[/p]
  • [p]Additional fixes for player animation desync[/p]
  • [p]Fixed an issue where the Respawn Machine sound effect could be heard regardless of location[/p]
  • [p]Fixed an issue where Bouncy's teleport mechanic wasn't working exactly as intended[/p]
  • [p]Fixed an issue where C.O.L.I.N.'s animations were not displaying properly for everyone[/p]
[h2]Known Issues[/h2]
  • [p]Player animations may still occasionally be desynced - this will usually be due to poor connection (for example if players are connected from different time zones)[/p][p]We are continuing to investigate this bug and will be addressing it until it's fixed[/p]
  • [p]Extremely rare bug may occur where a player is teleported outside of the train during level transitions[/p]
  • [p]Rare bug may occur in Ashroot Hollow where plants occasionally clip in and out of existence; we are investigating[/p]
  • [p]Performance issues may still occur in Verdant Grove[/p]
[p][/p][p]If you have any feedback for us, please don't hesitate to let us know in our Discord Server[/p][p][/p][p]Oscar & Brellario[/p][p]Absolutely Cookage[/p]

Patch 1.1

[h2]Hi, Everyone![/h2][p][/p][p]We’re here to talk about the first small Content Update that’s just been released for Engine Eternal, if you’re only here for the patch notes, they’ll be right here at the top of the page, but below them we’ll be going a bit more in depth with our decisions regarding the balancing of the game and the monsters themselves. [/p][p][/p][p]We’re really thankful for all the support we’ve had so far, and we really hope you keep enjoying the game as we continue to release more content for it![/p][p]
[/p]
Patch Notes:
[p]
[/p][h2]Additions[/h2]
  • [p]Added the Bestiary in the Train to provide information on each monster in the game[/p]
[p]The information in the Bestiary will be based on which monsters the Host has encountered in previous games, and information is added when any player in the lobby encounters a monster.[/p][p]The Bestiary is not retroactive; any monsters encountered before Patch 1.1 will not be included in the list of monsters until you encounter them again. [/p][p][/p][h2]Adjustments[/h2]
  • [p]Bouncy the Clown has been slightly reworked in order to make him feel significantly less oppressive for newer players[/p]
  • [p]The Faceless has been slightly reworked in order to make him feel more fair and less frustrating.[/p]
  • [p]Performance has been optimised on Very High and Ultra graphics settings[/p]
  • [p]Adjusted some difficulty scaling so that the game starts out slightly easier at D Rank and C Rank maps on Normal Difficulty (the rest remains the same).[/p]
  • [p]Decreased the opacity of the Scanner in order to reduce eye strain.[/p]
  • [p]Slightly increased the lighting in the Manor dungeon.[/p]
  • [p]Updated some Achievement Icons [/p][p][/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed some issues with Collision across several maps and dungeon rooms.[/p]
  • [p]Fixed an issue where survivor animations would occasionally display incorrectly to other players.[/p]
  • [p]Fixed an issue where the Fuel Door in the train would occasionally not open after the train stopped.[/p]
  • [p]Fixed an issue where players, monsters and landmines were taking on the visuals of certain textures when walking over them.[/p]
  • [p]Fixed an issue where monsters in the Manor dungeon would occasionally get stuck on doors.[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]Occasional performance issues in Verdant Grove[/p]
  • [p]C.O.L.I.N. animation occasionally displaying incorrectly when first encountered[/p]
  • [p]Extremely rare disconnect may occur when restarting a game[/p]
  • [p]Rare bug where death achievements may not trigger when conditions are fulfilled[/p]
[p][/p][p][/p][p] [/p][h3]Now, a small talk about balancing in Engine Eternal, as, understandably, it has been brought up a few times in regards to the game.[/h3][h3]
[/h3][p]Engine Eternal is a difficult game. It is designed to be that way, and any additions or updates we make to the game will sculpt it towards the challenge that we envision for the game; that being a high pace, intense experience that hasn’t really been seen in this genre yet. Since not only is it a new game, but our first large project, we will be adjusting things quite regularly for the foreseeable future, as with so many more people playing the game, there are situations we weren’t able to see unfold during testing, and monsters’ strengths and weaknesses we weren’t able to fully consider without the growing player base we’re getting now. That being said, while the game is supposed to be difficult, it’s also supposed to be fun, so any game mechanics that we learn are much more frustrating or unfair than we had intended, we’ll be patching them as soon as we learn about them and figure out a way to fix them.[/p][p]
[/p][p]Since release, we’ve been somewhat tracking how deadly each enemy appears to be, and we’ve come to a couple of conclusions regarding that; most of the enemies are exactly where we’d like them to be: deadly if you’re first encountering them, but relatively simple to deal with when you understand them. That being said, there are a couple of outliers that we’d like to talk about.[/p][p]
[/p][h3]The first, very large, clown-shaped elephant in the room: Bouncy.[/h3][p]Bouncy is our most complicated enemy by quite a large margin, and with that, there comes the issue of balance being quite difficult for an enemy like that. Our vision for Bouncy was for him to be a constant looming threat that teams had to work together to deal with, and while we have achieved that vision in some regard, the result is quite a bit more frustrating than we would have liked. Bouncy the Clown is currently by a mile the most deadly monster in Engine Eternal, which isn’t really the position we’d like him to be in, so while the Bestiary will assist teams in learning how to deal with him, we’ve decided the best course of action is to include a small rework to him in this update: After killing a player, Bouncy will now revert to his stalking mode, however with the trade-off that he will then take significantly less time to enrage. This rework will make him far less dangerous, as he will only kill a single player at a time rather than hunting down the whole team if enraged. Perhaps one day Bouncy may return to his former glory in some way, but for now, we think this is the best place for him in the game.[/p][p]
[/p][h3]Next up, the other really frustrating monster: The Faceless.[/h3][p]The Faceless is a purely audio based monster, he is attracted to the sound players make. In that regard, Faceless is actually working perfectly as intended, however there is a small issue with him, where if he unfortunately happens to path through a player while on patrol, even if they’re completely silent they will still feel the full force of his attack. This is completely unfair, and a very frustrating thing to deal with, while also making it significantly harder to understand how he works; to remedy this: we’re introducing a small rework to how his damage works. Before, the Faceless would simply damage you whenever he ran into you, which understandably created some very frustrating and pretty unfair moments, as well as making him much harder to understand as an enemy.[/p][p]Now, the Faceless will now only damage you by his full damage amount if he has heard a player, and if you happen to collide with him while he's running around the dungeon, he will do significantly less damage.[/p][p]These changes will make him significantly less frustrating to deal with, and a lot less punishing if you simply happen to be in the wrong place at the wrong time, that being said we will still be monitoring him, and if he still turns out to be a frustrating monster, we’ll rebalance him accordingly.[/p][p][/p][p]As always, your support and feedback is incredibly valuable, and we're super thankful for everyone so far who's played, shared and streamed the game![/p][p]If you have any feedback for us, please don't hesitate to let us know in our Discord Server[/p][p][/p][p]Oscar & Brellario[/p][p]Absolutely Cookage[/p][p]
[/p]

Patch 1.01

[p]Hey everyone, we're releasing a small patch that should hopefully address the main issues people have found while playing Engine Eternal.[/p][p]The support so far has been great, and we're still working on making the game as good as it can be; but there may still be issues in the game, so if you find any, please don't hesitate to let us know in our Discord Server[/p][p][/p][h2]Patch Notes[/h2][p][/p][h3]Balance Changes[/h3]
  • [p]Increased the time it takes for initial monsters to spawn in the dungeons[/p]
  • [p]Buttons' speed has been slightly reduced[/p]
  • [p]Adjusted Bouncy's stalking range[/p]
  • [p]Landmine audio range increased[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where your stats wouldn't appear after finishing a run.[/p]
  • [p]Fixed an issue with Buttons' collision[/p]
  • [p]Fixed an issue with Buttons' attack[/p]
  • [p]Fixed an issue with C.O.L.I.N.'s animations.[/p]
  • [p]Fixed an issue where dungeons in Marrow Cove would be brighter than intended[/p]
[h3]Adjustments[/h3]
  • [p]The Radio in the station can now be turned back on[/p]
  • [p]Small adjustments to HUD[/p]
  • [p]Steam Friend List will now appear alphabetically in the pause menu[/p]

ENGINE ETERNAL NOW AVAILABLE!

Engine Eternal is now available!
[p][/p][h3]Engine Eternal is now available on Steam at a 10% discount for a limited time, so now is the time to grab it![/h3][p][/p][h3]It's been a long year in development, but the end product has been very worth the time and effort we invested into creating it - it's a project that we are both extremely proud of.[/h3][p][/p][p]GET ENGINE ETERNAL![/p][p][/p][h2]EXPLORE THE OLD WORLD WITH FRIENDS[/h2][p][/p][p][/p][p]Engine Eternal is best experienced with a group of 4 friends - the game is a lot of fun, but it certainly provides quite the challenge to the unprepared! And don't worry, if you feel the game isn't providing quite enough challenge, Insanity Difficulty is made just for you![/p][p][/p][h2]Encounter any Bugs or have any Feedback?[/h2][p][/p][p][/p][p]This is a brand new game, and we are a small team, so it likely has shipped with a few unlucky bugs we weren't quite able to catch before release - if you find any, or if you simply have any feedback for anything you'd like to see in the game, let us know through our Discord Server.[/p][p]The game might be releasing today, but we are far from done with it![/p][p]As of now, we are aware of just a small handful of little issues in the game, that we hope to patch out soon:[/p]
  • [p]Extremely rare crash may occur in Ashroot Hollow upon being revived.[/p]
  • [p]Dead players occasionally don't show up in the spectate HUD.[/p]
  • [p]If a player is revived while multiple people are dead, you may not be able to spectate the revived player.[/p]
  • [p]Rare softlock may occur in the Tutorial[/p]
  • [p]A bug with occlusion culling may occasionally cause some performance issues in dungeons that have been generated in a specific way[/p]
  • [p]"Don't Blink" achievement may occasionally not unlock upon completing the requirement; simply completing it again should unlock it.[/p]
[p][/p][h2]Thank you![/h2][p][/p][p]Thank you for all your support up to this point, we are extremely excited to continue working on Engine Eternal, and we're looking forward to seeing how much you all enjoy it![/p][p][/p][p]Oscar & Brellario[/p][p]Absolutely Cookage[/p][p][/p]

Release Date!

[h2]Good morning survivors![/h2][p][/p][p]We are extremely excited to announce that Engine Eternal will be releasing at 15:00 BST[/p][p]on 18.07.25!![/p][p][/p][p]We are very grateful to see that so many played our Demo and enjoyed it, and we really[/p][p]enjoyed watching people create content for it too - we're looking forward to seeing more[/p][p]after the game's release![/p][p][/p][p]There's so much more in the full build of the game than was in the Demo, and we're both[/p][p]super excited to see you all get your hands on it - and if you need a group to begin your[/p][p]journey to Paradise with, don't hesitate to join our discord: https://discord.gg/sUv8pb35Xd[/p][p][/p][p]Engine Eternal will be launching in 1.0 on the 18th of July at 3pm BST, wishlist it now to[/p][p]make sure you don't miss out![/p][p][/p][p]Thanks so much for all of your support so far, we're excited to keep working on more[/p][p]content for the game for you to enjoy![/p][p][/p][p]Oscar & Brellario[/p][p]Absolutely Cookage[/p]