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Eclectic Expansion Enterprise

Eclectic Expansion Enterprise Steam news

OOMM Interactive | May 10, 2023 | game

Released

0players observed · 25 September 2026 - 16:22:55 UTC

SimulationStrategyEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak10
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score72% positive

Eclectic Expansion Enterprise news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak10
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score72% positive
  • Total reviews29
  • Release dateMay 10, 2023
  • DeveloperOOMM Interactive
  • PublisherOOMM Interactive

Genres: Simulation, Strategy, Early Access

Company pages: Developer: OOMM InteractivePublisher: OOMM Interactive

Top Steam chartsTop 100 gamesGame directorySteam Store page

Eclectic Expansion Enterprise Steam news

Eclectic Expansion Enterprise news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Running it Back to the Drawing Board - 26 June 2024

    Hey All, Blog I'll leave this here as a spoiler for those that want to know what's being going in with the dev and the game. Main Blog: Let's get into it. Hi, I'm D, or Phaze if you prefer. I'm currently the only person working at OOMM Interactive. I have game dev friends and contractors who come in and help with different stuff if I don't specialize in it, but for the most part, the games don't happen if I'm not pushing them forward. You may have heard about all the hubbub happening in the games and tech industry. It's a tough time in the tech sector and jobs are hard to come by. That's mostly what's been taking up my time the past few months, looking for work and then doing some dev for myself on the side. As you might imagine, getting rejected, or not even getting replies from places, is tough on one's mental health. I'm lucky at least to have a place to stay, and savings to keep me…

  • Hotfix Build 8.2 - 8 October 2023

    Hello Everyone, Blog Just a quick hotfix for a tech and UI issue. Note: we had some issues with our development environment, and had to restore from backups. Please report is you run into issues with features not working that previously were. Now, on to the main show: Fixes Fixed Predicate Terrain Mapping Mk I tech causing a crash Fixed Predicate Terrain Mapping Mk I and II being named the same Fixed Codex toggle buttons in top panel not properly turning off Fixed Codex toggle in vessel top menu not being interactable Minor changes and refactoring of the backend in preparation for future content Links: OOMM Interactive Discord: https://discord.gg/TnGm72hCAs OOMM Interactive Ko-fi page: https://ko-fi.com/oomminteractive

  • Updating to Build 8 - Control - 25 September 2023

    Hello Everyone, Blog A smaller update this time around. Keyboard controls and key bindings have been added to the game, along with an initial version of the Codex. As is, the Codex mostly allows for reviewing any tutorials that have already been completed. This will most likely be the last update for this year. I'm not in the best of states, and need to focus on job hunting on top of that. I will be starting work on a tower defence version of this game, just to work on something somewhat different and hopefully get out of this funk. It will basically be a rework of EEE, so I'll hopefully have something to show before the end of the year. That being said, I'll still be working on the design of EEE. I'm currently trying to design the next stages, which will be having other objects in the orbital view, orbital infrastructure, and how all that will connect together without horribly unbalanc…

  • Updating to Build 7 - Rocketry - 5 September 2023

    Hello Everyone, Blog First off, I've decided to shift the focus back to be more tycoon. There was a variety of elements from idle games that I was using just because they are expected of idle games, not because they work for the game. As such, a bunch of things have been changed around, chief among them being removal of Quanta. The speed controls are now just always available. The next very big thing is an engine upgrade and implementation of ECS. The backend of the game has essentially been re-written. I'll be moving forward with more optimizations in further updates, there's still more stuff that can be turned to ECS to better performance gains. The newly added mechanics are the orbital layer, and with it launch pads and satellites. These provide boosts to all sites on the same planet, giving a longer term investment. With that comes the new Tier One tech tree, which has harder to get…

  • Build 7 - Rocketry Dev Stream (Cancelled due to Technical Difficulties) - 4 September 2023

    Hey All, Build 7 - Rocketry, will be released tomorrow. Come join in for a dev stream! I'll be showcasing the new content, answering questions, and trying not to melt in the heat. The stream will be available from the steam store page, and also at our youtube page: https://www.youtube.com/channel/UCQtL0I7eK-ooUN_Ajsny4lg

  • Updating Experimental Branch to Build 7_E5 - 30 August 2023

    Hey Everyone, This will hopefully be the last experimental version before the full build 7 release. This one is a balancing pass and filling out the Tier One tech tree more. There is also the major feature of Warp to Another Planet, and with it comes the introduction of data novelty. I'll have a more detailed explanation of these in the full release changelog. Also, since the game has come a long way since first releasing into Early Access, I'll be refreshing the store page to better represent the state of the game. If you'd like a chance to have your images of the game used on the store page, feel free to join the discord and post in the new sharables channel. Major Change Added a new Warp To Another Planet button to the Solar Knot Hall Major Change Added logarithmic decay to all satellite types. This means that for each satellite of a type built, all satellites of that type will be pr…

  • Updating Experimental Branch to Build 7_E4 - 21 August 2023

    Hey Everyone, Just a quick bugfix, and I had another change finished, so I'm bundling that in. The hard reset fix I had to change around some code ordering. I think I got most of the issues sorted, but do let me know if anything weird is happening, like buildings not unlocking when they should, etc. Minor Change Changed the build menu to use building icons instead of text Bug Fixes Fixed game crashing on Hard Reset. Fixed resource income miscalculation for Solar Collector. Links: OOMM Interactive Discord: https://discord.gg/TnGm72hCAs OOMM Interactive Ko-fi page: https://ko-fi.com/oomminteractive

  • Updating Experimental Branch to Build 7_E3 - 19 August 2023

    Hey Everyone, Continuing with the experimental build, fixing issues, and adding a new feature. New Feature Vessel Modules - these are permanent ship upgrades that provide various bonuses and don't get reset when moving from planet to planet. Minor Change Reworked the tech tree to better display if a tech can be researched or not Changed tech nodes to use tooltips for better readability at any zoom level Bug Fixes Fixed orbital view button not unlocking Fixed resource income not getting properly displayed Fixed One-Click Build not saving between game sessions. Links: OOMM Interactive Discord: https://discord.gg/TnGm72hCAs OOMM Interactive Ko-fi page: https://ko-fi.com/oomminteractive

  • Updating Experimental Branch to Build 7_E2 - 12 August 2023

    Hey Everyone, Just a quick hotfix for some small items I missed. Bug Fixes Fixed Launch Pad build button not unlocking when researched Fixed Cost Creep Difficulty settings not working Fixed One-Click Build not being able to be toggled off Links: OOMM Interactive Discord: https://discord.gg/TnGm72hCAs OOMM Interactive Ko-fi page: https://ko-fi.com/oomminteractive

  • Updating Experimental Branch to Build 7 - 10 August 2023

    Hey Everyone, Blog It's been a bit, but I managed to resolve a bunch of life issues, and just got to work on EEE. I've decided to shift the focus back to be more tycoon. There was a variety of elements from idle games that I was using just because they are expected of idle games, not because they work for the game. As such, a bunch of things have been changed around, chief among them being removal of Quanta. The speed controls are now just always available. The next very big thing is an engine upgrade and implementation of ECS. The backend of the game has essentially been re-written. That's why I decided to start an experimental branch for the game. The game will stay in experimental branch for about two weeks, and that will hopefully catch out any bugs I missed from the backend change. If you would like to test the experimental version: Right-click on the game in steam library Select P…

  • Updating to Build 6.2 - 28 June 2023

    Hello Everyone, Blog Another build, another random edge case. Thanks to everyone that engaged with the new content and left comments and posts. They do really help make the game better. There's a bugfix for the locked Early Access panel. The production and costs of almost all buildings were changed by 10x to begin with whole numbers, and use decimals later. The start of maps is now accelerated, and survey hubs have been changed to prefer unexplored tiles closest to them most of the time. Now, on to the main show: New Features Buildings doing an orbital drop (fib pods) now give 100 cycles of production on landing Changes Retuned most building production and costs to be 10x larger Changes to survey hubs: - Explores the closest unexplored tile 80% of the time, and a random unexplored tile the rest of the time. Changed UI anims to be half a second or shorter. Changed resource displays to be…

  • Updating to Build 6 - 26 June 2023

    Hello Everyone, Blog Change of plans from what was planned for this build. The next prestige layer was taking longer than expected, currently at about 10 pages of design, with several different iterations designed, redesigned, and discarded. With that in mind, the next prestige layer will be released bit by bit, as opposed to trying to make the entire thing and once, and taking a month or more. Didn't want to leave it that long without an update, especially with update 5 leaving the game as more of an active tycoon game, as opposed to an idle game. And so, I present the idle gameplay overhaul of build 6. Most of the game has been rebalanced to allow for actual idle gameplay, with map sizes on average being 10 times larger before running into the impassable terrain soft lock. The self-replication has been moved up so it's available sooner, and survey hubs now behave more like the landing…

  • Updating to Build 5 - 30 May 2023

    Hello Everyone, Blog Bit of a late update this week, had some IRL issues that got in the way. This week, two new systems have been added: Adjacency, and Clustering. Adjacency needs to be researched, and will have you putting more thought into where to land your buildings. Clustering works on top of that, if a building has the same type all around it, a new create cluster button will appear, allowing them to merge. These clusters provide Large buffs to their production and also increase amount of dataliths gained from that type of building on Ascent. I've decided to hold off on the Codex system. It's basically a wiki and tutorial system, and kinda boring to work on. So instead of one large push, I'll just be adding bits and pieces as I work on other things. For the next update, it's going to be a bigger one. The plan is to add the next prestige layer, and that will bring new game mechani…

  • Updating to Build 4 - 22 May 2023

    Hello Everyone, Blog Another week, another build. Hopefully I'll be able to keep pace with this going forward. The game is in a pretty stable state now, so I can focus more on adding content. I had wanted to get the building adjacency system done this week, but it turned out more complicated that I had originally planned. I've pushed that back a week so that I can make the Codex system at the same time. This way it'll be Way less confusing for how to adjacency works. Now, on to the main show: New Features Added Mountain tiles, these have an increasing chance to spawn as new tiles are revealed Added Canyon tiles, these have an increasing chance to spawn as new tiles are revealed Added a Difficulty setting menu Added Three new techs for survey hubs Added Two new techs for dealing with Mountains and Canyons Changes Quanta(offline resource) now gets added for every second spent in orbit Bui…

  • Updating to Build 2 - 15 May 2023

    Hello Everyone, Blog It's been one week since we release Eclectic Expansion Enterprise, and it's been a ride. As a solo dev, it's been great to see people engaging with and enjoying something I've created. This is just the beginning, and there's plenty planned for the road ahead! That being said, this was my first time releasing to multiple platforms at the same time, and switching between the WebGL and PC build caused some unexpected issues. I think I've dealt with a large number of those bugs, so this build should be much more stable. Keep those bug reports coming though, I want to make sure there's as few bugs in the game as possible. Now, on to the main show: New Features Added an offline progression mechanic Added cost scaling to all buildings Buildings now have a hollow image when turned off Added a tech node to unlock the Field Station Added a tech node to for Volatiles Processor…

Patch notes and updates

S.noRelease datePatch nameGID number
18 October 2023Hotfix Build 8.25220292521191709431
230 August 2023Updating Experimental Branch to Build 7_E55141476355654913888
321 August 2023Updating Experimental Branch to Build 7_E45127964289187529569
419 August 2023Updating Experimental Branch to Build 7_E35127964289181741309
512 August 2023Updating Experimental Branch to Build 7_E25839532486218322753

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