- Our next project Nezori is now on Kickstarter! - 29 July 2025
If you enjoyed playing Eternal Radiance, you can check out our next project Nezori which is now on Kickstarter! Nezori is a charming action RPG where you play as a fox girl on a quest to find the legendary hot springs in a land inhabited by fox and wolf girls! If you enjoy stories with cute kemonomimi characters like fox girls and wolf girls, you should check it out!
- Build v1.01R1 Changelog - 3 May 2021
Build v1.01R1 Changelog Optimized performance Optimized memory usage Minor various finetuning adjustments Minor UI fixes Improved collision handling while rolling for the player character Adjusted ornwood enemies's damage values to be slightly lower in the first level of the game Adjusted autosave so that it now runs on the background thread for a smoother experience Adjusted the game's default graphics quality settings presets Increased celeste's shield explosion radius Adjusted guard counter's timing to be slightly easier to use Finetuned and tweaked some assets for better performance You can now do an air attack while rolling in the air Added traditional chinese localization Player characters now take 50% less damage while using their finisher ability
- Eternal Radiance Full Release Update - 15 December 2020
This version 1.0 update contains the final chapter in the game, and the game is now complete. We have made numerous finetuning adjustments to the game and have also localized it into Japanese. Our next step will be porting the game to consoles. We hope you have enjoyed playing Eternal Radiance and we appreciate your support throughout the game’s development.
- Chapter 6 Beta Test Build - 8 December 2020
The beta test build for chapter 6 in the game is now available for testing and this is the final chapter. There's lots of various quality of life changes and adjustments since the last update. We have also added Japanese language to the game and finetuned the chinese translation. For feedback, you can let us know over on the steam forums, email or on discord. To access the beta test build on Steam, here are the steps. Right click on Eternal Radiance on your Steam Library -> Select Properties -> Select the Betas Tab -> Select the test branch. Thank you for your patience!
- Chapter 5 is now available - 15 November 2020
Chapter 5 is now available! There's lots of various changes and improvements since the last update. There's only one more chapter remaining before the game is completed. For feedback, you can let us know over on the steam forums, email or on Discord. Thank you for your patience!
- Chapter 5 Beta Test Build - 11 November 2020
The beta test build for chapter 5 in the game is now available for testing. There's lots of various quality of life changes and adjustments since the last update. For feedback, you can let us know over on the steam forums, email or on discord. To access the beta test build on Steam, here are the steps. Right click on Eternal Radiance on your Steam Library -> Select Properties -> Select the Betas Tab -> Select the test branch. Thank you for your patience!
- Chapter 4 is now available - 22 October 2020
Chapter 4 is now available! There's lots of various changes and improvements since the last update. For feedback, you can let us know over on the steam forums, email or on discord. For the list of changes, you can look at them over here. Thank you for your patience!
- Chapter 4 Beta Test Build - 18 October 2020
The beta test build for chapter 4 in the game is now available for testing. There's lots of various changes and improvements since the last update. For feedback, you can let us know over on the steam forums, email or on discord. Some assets have not been completed yet which is the sound effects A) Boss Character - You'll know who this is when you try the game. B) Goblin Mage Purple Breathe Attack To access the beta test build on Steam, here are the steps. Right click on Eternal Radiance on your Steam Library -> Select Properties -> Select the Betas Tab -> Select the test branch. Main Changelog Adjusted target lock-on mechanics so that it now uses line of sight as a conditional check. Many various improvements & finetuning adjustments Optimized performance in several areas such as memory management Added potion of return to world map Add turning animations for big monsters Finetuned & re…
- Build v0.05R2 Changelog - 17 June 2020
Build v0.05R2 Changelog Remade and improved the Gardor cave environment in the game. Minor audio adjustments Minor bug fixes Optimized performance regarding handling many enemies on screen General performance optimizations
- Build v0.05R1 Changelog - 10 June 2020
Build v0.05R1 Changelog Localization Text Changes Added heavy attack mechanics for the player (heavy attack restores mana on hit, and works against enemy guard) You can now guard counter from any state,(previously you had to be in the idle state) You can now attack earlier while in the dash charge state Basic ranged projectile is now an ability called Azure Shot. You can use this ability while moving as well. Some finetuning adjustments to the kylia boss You can now use right mouse button to exit out of UI menu screen. Max MP & MP Regen stats on items have been nerfed since you can now regain mana by using heavy attack. Party member will now restore more mana on basic attacks Added potion of regret so that you can reset talent tree points (available in chapter 3 onwards) Party members will no longer start combat by themselves and will only do so when you're already in combat Add UI menu…
- Build v0.04R9 Changelog - 28 April 2020
Build v0.04R9 Changelog Added new goblin death animations for melee goblin & ranged goblin Minor bug fixes The talent screen now shows the number of talents points you have allocated to the specific tree (e.g offensive / defensive) Minor text typo fixes Minor engine version update Added minimap rotation settings to options menu You can now extract enchantment / disenchant an item even if the item is equipped on your character. Added shortcut keys for show abilities / quests / equipment
- Build v0.04R8 Changelog - 22 April 2020
Build v0.04R8 Changelog Adjusted palm tree textures in the desert so that they look more accurate in terms of silhoulette from far away Minor bug fixes Fixed an issue with the ghost in the snow skit not being displayed again if you missed it (it shows a quest) Fixed a bug whereby joystick secondary UICancel button weren't getting disabled sometimes after dialogue ends when a notification panel appears. Extracting an enchantment will no longer destroys the item If your item is equipped and you try to disenchant / extract enchantment, it will now play an error sound to make it noticeable. Adjusted guard counter so that you can start attacking more quickly after performing a guard counter.
- Build v0.04R7 Changelog - 21 April 2020
Build v0.04R7 Changelog Adjusted the skit UI HUD component to be more noticeable. Adjusted some of the forest boss attacks's hitbox timing to be more accurate. Adjusted celeste's stun handling to fix the stun-locking problem when you are being attacked by multiple enemies or damage sources. Adjusted airbourne handling code so that party members will be pushed away if u jump on them. Improved airborne handling code so that it will push enemies / party members away before collision happens instead of after collision has been detected Fixed a minor bug whereby party members were reviving with 0.15HP instead of 15% HP. Adjusted default goblin's jump attack to disable collision temporarily and have consistent behavior with other types of jump attacks. You can now set how often your party member use their abilities in the abilities screen Enemies that are on top of another enemy will now be p…
- Build v0.04R6 Changelog - 19 April 2020
Build v0.04R6 Changelog Increased the projectile speed for ruby & valana's default ranged projectile. Reduced damage taken modifier for the hard mode difficulty for your party members Added controls to use WASD keybinds to navigate the UI menu. Added controls to open dialogue history with mouse scroll wheel. Increased base damage reduction while guarding from 30% to 50% and adjusted talent for guarding to 5%/10%/15% Decreased scorpion enemy's burrow chase mechanics from 8s to 6s Increased the finisher ability bar addition value from 2% to 4% when you use guard counter Adjusted celeste's basic attack's final slash to deal slightly more damage.
- Build v0.04R5 Changelog - 18 April 2020
Build v0.04R5 Changelog Added conflict checking for default controls gameplay input mapping (this means u can re-assign the default mouse inputs under controls) You can now remap the controls for the secondary party buttons under Input (keyboard) Fix bugs in the synthesizing UI screen. Fixed a bug whereby mystic scrolls and synthesized relics's rarity property weren't been set properly after creation. Minor bug fixes Adjusted guard counter to be a little bit easier to use in terms of timing. Relics can no longer be leveled up and synthesizing them only allows you to add additional enchantment properties now. Combining a scroll and relic together no longer uses the item with the highest level and instead use the stats from the main item. Changed the synthesize_fail sound effect Tweaked Equipped indicator on the UI screens to show which character has equipped the item. Adjusted enemy's hi…
- Build v0.04R4 Changelog - 16 April 2020
Build v0.04R4 Changelog The tutorial section of the game should be clearer now as I have added more details to it. Adjusted secondary combat tutorial so that it will only show up after combat begins instead of after killing an enemy. Added a new tutorial tip section to show minimap UI toggling tip (M) and use consumable shortcut (G) and also general tips Prevent being able to use zaneth tome on party member because party members do not use talent points right now Added a lower difficulty hint on the game over screen. Increased player take damage SFX volume slightly Increased some of the slime / goblin monsters's abilities SFX volume slightly Adjusted a number of player-related SFXs for celeste. Reduced melee goblin's base damage to be slightly lower Added support for multiple plugged in controller devices. Split up the initial introduction tutorial into two separate tutorials - Movement…
- Build v0.04R3 Changelog - 15 April 2020
Build v0.04R3 Changelog Reduced celeste's melee stun talent from 5s to 4s Reduced celeste's assasin backstab talent from 20%/40% to 15%/30% Party members now revive automatically after combat with 15% of max HP instead of 1 HP. Fixed a minor equipment comparision UI display bug when it should not show ruby when shopping for bows in the shop screen Fixed a minor UI display bug when you extract a basic scroll from your equipment where it wouldn't display the name and description. Adjusted player level up SFX to be slightly louder and tweaked the visual effect so that it's slightly more prominent. Tweaked the level up HUD notification message's duration to stay longer on the screen from 5s to 8s Adjusted default goblin's jump attack sound effect to be slightly louder. Decreased some of ruby and valana's abilities mana-cost slightly Decreased some of celeste's abilities mana-cost slightly D…
- Build v0.04R2 Changelog - 14 April 2020
Build v0.04R2 Changelog Increased mana orb drop chance from monsters (This means that you'll be able to restore mana more often now) Decreased heavy goblin's attack damage slightly Increased party member's mana restore on basic attack Decreased party member's basic attack cooldown slightly
- Eternal Radiance is now on Kickstarter! - 12 February 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F26745425%2F22d12935776428b1c8d6454a9c9483f1e94df62b.png Here's the link to our relaunched Kickstarter campaign for Eternal Radiance! http://kck.st/2DztZsn
- New Name: Eternal Radiance - 30 December 2018
The name of the game has been changed to Eternal Radiance and I'm almost done with the new upcoming demo as well. The demo is about 1-2 hours long and it contains the first part of the story leading up to the forest event. It will also contain some of the RPG elements that we have been working on recently along with various improvements that were made for the demo.