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One Step from Eden

 
Duelists of Eden is out now on Steam for $4.49!Mar 8, 2024 - Community AnnouncementsDuelists of Eden is finally here! I always wanted to make a PvP experience inspired by Battle Network but with modern mechanics and style. This is one of my dream games and I think it offers a really unique experience. It is a HARD game! Please take learning slowly. I would recommend finding a friend to play matches with so you can learn together. I've always had the most fun doing that! https://store.steampowered.com/app/1664200/Duelists_of_Eden/ We've even done crossovers with indies like Maiden and Spell, Quantum Protocol, Rivals of Aether, and Freedom Planet as their own unique characters! I hope you enjoy the game! {STEAM_CLAN_IMAGE}/33865655/1162a641b395c9923da973866bfc99cd3b2a984d.gif Clip from one of our demo tournaments! {STEAM_CLAN_IMAGE}/33865655/ca35db6d216ce266334687798b340834abb5372b.gif Here's one of the new characters, Harissa! Q: Is Duelists of Eden a sequel to One Step From Eden? A: It is NOT a roguelite! It's more of a card-fighting-game spinoff and plays and feels quite diffent. You can perform combos with hit-stun, and craft your own unique decks. Movement is slower-paced and more calculated in order to be a fun and interesting PvP experience. Q: Why is it a seperate game? A: I had to build the entire game from the ground up, it's highly optimized and created specifically for online fighting-game play. It took 3 years of full-time work from me and my team! Q: Will any of the new characters come to One Step From Eden A: One Step From Eden isn't planned for any more updates at the moment. But maybe we will see them in the future, and players can mod them in of course. I'm super excited for you guys to try Duelists out! If you enjoy fighting games and improving at a game, I recommend it! https://store.steampowered.com/app/1664200/Duelists_of_Eden/Patch v1.8 - New Saffron and Reva sprites! Three Year Anniversary!Mar 26, 2023 - Community AnnouncementsWell it's been three years since the release of One Step From Eden. {STEAM_CLAN_IMAGE}/33865655/65d278e991744cddbb183b334df5633054e52818.gif I appreciate all the love and support and players still excited about the game and playing and even making mods to this day. We've finally wrapped up the character sprite updates for the cast with Saffron and Reva! I've been working full time on Duelists of Eden which is an online PvP card/fighting game. The game has been rebuilt from scratch and the mechanics are a bit different and catered to be exciting and fun for PvP! Release is planned for 2023-2024. Please wishlist it here: https://store.steampowered.com/app/1664200/Duelists_of_Eden/ Patch Notes 1.8 | 3-26-2023 Step Slash dmg 100->80 (so it doesn't kill hostages) New Sprites: Saffron Reva Bugfixes: Readability mode no longer shows locked card descriptions Leaving PvP with a saved run no longer deletes the saved run Selicy Holiday skin can now only be unlocked in December Second Breakfast - fixed and updated description Uranium - updated description Polished animations Loading pngs for mods now uses a coroutine Softlock at level 100 fixed, level cap increased to 999 {STEAM_CLAN_IMAGE}/33865655/610eef0fd67a8e802fde67a3c359ccf25375a27a.gif This may be the last update for One Step from Eden. If there's one way you want to support us, please leave us a review on Steam! Best, Thomas P.S. You can unlock Saffron's "Classic" skin by beating her as a boss!Patch v1.7.1Apr 27, 2022 - Community AnnouncementsPatch Notes 1.7.1 | 4-27-2022 Spell Changes: Ambient Burst - removed anchor Barrier - rarity raise from 0->1 Chrono Sphere - mana cost reduced from 2->1, dmg raised from 20->40 Excalibur - lands 3 tiles away instead of 4 so it can at least be activated without stepslash Explosion - dmg raised from 500->666 Flamberge - on hit dmg raised from 10->30 Gambit - dmg raised from 30->50 Guillotine - mana cost reduced from 4->3 Hellfire - dmg raised from 80->100 Ice Spikes - dmg raised from 60>90 Ion Cannon - dmg raised from 100->120 Step Slash - dmg raised from 80->100 Step Pierce - dmg raised from 80->120 Sunder - now only hits enemies to match the description Swords of Light - dmg raised from 10->20 Sword Row - dmg raised from 10->20 Thunderstorm - dmg raised from 50->80 Artifact Changes: Anvil - shield gained on being hit by Flame now scales with SpellPower since Flame dmg scales with SpellPower Double Edge - reduced SpellPower and Defense from 4->3 Merit Badge - rarity raise from 2->3 Spellthief License - healing raised from 100->200 Uranium - raised SpellPower from 5->6 Loadout Changes: Shiso's Kunai kit - replaced ClawTraps with ShadowShift Enemy Changes: Twintail shots now land faster (1.3s -> 0.8s). This is to clear up clutter on the screen. Quarrelings base rewards raised from 5exp->10exp, 3sera->5sera Modding: Disabled scrolling when checking/unchecking a mod Removed file list from log when checking/unchecking mod Fixed an issue where newly checked mods would not install until exiting/returning to the mod menu Fixed an issue where mod Priority and Version would be overwritten when updating a mod Bugfixes: Removed some useless upgrade options on Tri Force and Midnight Opened up some upgrade options for spells that have a variable amount of shots Fixed a bug where mods would not install in GOG version Fixed a bug where controllers could not exit text input fields. Pressing "back" will now exit the fields on controller Hotfix: - 5/2/2022 Install on Start now works with Workshop Mods Fixed a bug where removing Magnifying Glass would not reset the fragile dmg multiplier In order to fix this, Magnifying Glass now adds 0.5 to the fragile multiplier (base 1.5) instead of setting it to 2.0, which may affect mods. Spellthief License now properly heals the updated 200hp Fixed a bug where closing the mod pane would cause the navigation to lose focus Hotfix: - 5/25/2022 Fixed a bug where uploading mods would get stuck at 0% I'm back with a small patch that hopefully resolves some annoying issues and puts the game in a slightly healthier spot. Thanks to the community for consolidating all the feedback, it was super helpful in making this update! Oh and if you haven't left a review yet, please take a second to write a quick one! It would help a ton ^^ Hazel art by https://twitter.com/HOAIartworks Best, ThomasPatch 1.7 - Sprite Updates!Nov 30, 2021 - Community AnnouncementsPatch Notes 1.7 | 11-29-2021 Visual: Updated the default character and boss sprites for Selicy, Hazel, Gunner, and Shiso. Taunts added for all characters/skins. (Press "Shuffle" + "Remove" on the same frame to taunt, default is Spacebar and G) Bugfixes: Fixed positioning parameters for PlaceBeing console command Sfx changed for Resonate spell Text input fields now have to be confirmed on to start typing to avoid nav issues {STEAM_CLAN_IMAGE}/33865655/e18a64b409361b02a17dc2d1043391f079b4d6d1.gif This is just a small final touch on the game, since some of the sprites felt weak in comparison to the others. @jtangc did an amazing job creating new default sprites for us! The update should be live on all platforms now. Thank you for playing! -Thomas Patch v1.6 - One Year of One Step From Eden!Mar 26, 2021 - Community AnnouncementsHappy 1 year anniversary of One Step From Eden's release! I decided to work on a very small update for the anniversary which includes co-op improvements and a very simple run history! Patch Notes 1.6 | 3-26-2021 - Co-op Improvements & Run History Co-Op Changes: Players now have separate health pools Healing is still shared between players Dead players will now respawn with 100 HP at the end of each battle Quality of Life: Runs will now be kept if the game crashes/quits unexpectedly! Maximum Artifacts increased from 48->56. A lot of people have mentioned this and things can get pretty messy and boring with too many artifacts, but here's a small increase, for fun. Run History: The last 10 runs will now be tracked and stored in the Statistics Page. This includes your seed, character and zone reached. Modding: Added mod load order/priority, set it in the mod's WorkShopItemInfo.xml under Reva Alt kit: Soul Link -> Zenith Other: Turret Laser spell no longer consumes, mana increased 3->4 Transmission artifact now updates attack damage on weapon cast I did want to make more changes to co-op but prioritized it being fun to play with a weaker/newer partner. Now they won't be dragging you down, and they can jump back in to help even when they die! Hotfix 1.6.1 | 3-27-2021 Fixed a bug where both players would die to a boss in co-op Fixed a bug where the continue run button would appear after a victory This will be one of the final updates to One Step From Eden... for now. I've learned so much from creating the game, in coding, business, marketing, and more. Thank you for all the support you've shown me throughout the years. Making One Step From Eden was one of the best decisions of my life because of it. I hope to make more amazing games for you soon. -Thomas Saffron in Rivals of Aether! Rose Petals make mods for RoA and they just released their latest character, Saffron!! They have a lot of awesome stuff from OSFE check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=2229355277 Here are some of the people that made One Step From Eden possible. Composer - Keisuke Hayase: https://twitter.com/STEEL_PLUS aka STEEL_PLUS/Hagane Created the Soundtrack for One Step From Eden and blew my expectations out of the water. Lead/Character Artist - Kati Sarin Sinsagneh https://twitter.com/StarSoulArt aka StarSoulArt She managed to go through tons of styles to find one we liked and drew all of the character portraits, and even the animated endings! Icon Artist - Larry Boyd https://twitter.com/CryoGX aka CyroGX/NEON Drew all of the amazing icons you see in OSFE, currently making his own indie game, Advent Neon Character/Skin Pixel Artist - James Tang https://twitter.com/jtangc aka jtangc Did all of the amazing pixel art skins and a couple of the characters! Also my biggest inspiration for starting pixel art! Background Pixel Artist - Alexey Seleznev https://twitter.com/UnfuneralOD aka UnfuneralOD Drew all of the pixel art backgrounds and the "dark" variat...Quantum Protocol - Crossover (New Hazel Skin)Mar 15, 2021 - Community AnnouncementsThe deckbuilding game Quantum Protocol just added a One Step From Eden set to their game! They managed to reflect the mechanics unique to the characters and systems from OSFE, and have some really cool new sprites to match! It's quite a unique card game, if you're interested be sure to try out the Eden content out too! https://store.steampowered.com/app/1328530/Quantum_Protocol/ We've also added a free Queen (from Quantum Protocol) skin for Hazel, you can unlock it by being at unlock level 15+ and finishing a run. Thanks to JtangC again! {STEAM_CLAN_IMAGE}/33865655/df6212ab60d84aa1164245af70023f175766c1db.gif {STEAM_CLAN_IMAGE}/33865655/40e4befe2942ae69d25280b5fa6bd6bbbfb014bf.gif OSFE cards in Quantum {STEAM_CLAN_IMAGE}/33865655/e346a6c9fe4bd9870c973097b99963689afb7937.gif Saffron using Thunder and Step Slash Check out some more gameplay here: https://www.youtube.com/watch?v=JsTEWYHpVOw There will be at least one more update coming to One Step From Eden with some reworks for co-op. The goal is to make it more forgiving for an inexperienced partner and increase independence for each player!Быстрый карточный рогалик: Обзор One Step From EdenJan 15, 2021 - Gamemag.ruКарточные рогалики продолжают победоносное шествие по всем игровым платформам, предлагая схожие игровые механики и по-своему уникальные отличия. One Step From Eden от Томаса Канга использует базовые элементы Slay the Spire, но переводит бои на поле в 4×8 клеток в режим реального времени. Сюжет здесь примитивный, лишенный проработки и детализации. Deck-building fast-paced battler One Step From Eden gets a huge free expansion updateDec 7, 2020 - GamingOnLinuxMixing in elements inspired by Mega Man Battle Network along with the popularity of deck-building, One Step From Eden is quite a highlight from earlier 2020 and now it's bigger and better. Read the full article here: https://www.gamingonlinux.com/2020/12/deck-building-fast-paced-battler-one-step-from-eden-gets-a-huge-free-expansion-update Patch v1.5 - ExpansionDec 4, 2020 - Community AnnouncementsPatch Notes 1.5 | 12-4-2020 This is the biggest content patch since release! I wanted to focus on the health of the game and make it more accessible. There's also a few easter eggs not mentioned here... (Hotfixes at the bottom of the notes) Featuring: +29 New Spells (Calamity for all Brands!) +32 New Artifacts Mod sandbox Lots of Accessibility settings ("easy" mode, hold movement, readability) Profiles/Save slots Pick and Choose Hell Passes New Saffron Bossfight It'll most likely be hitting consoles sometime next year. --NEW Spells-- Absorb Ambush Barrier Cataclysm Chrono Sphere Deck Shield Downfall Haven Holy Ground Inverter Jackhammer Jam Shield Meltdown Overload Paragon Ramjet River Salvo Sawstorm Shadow Shift Silo Sleight Slice Spike Strip Stinger Sunbeamer Sunder Weed Wacker Wonder --NEW Artifacts-- Anvil Bolt Action Censor Bar Cobra Care Cryophage Curacao Delta Golden Cat Ice Sculpture Kabob Life Jacket Monocle Multitool Muzzle Brake Nerve Gas Pendulum Piggy Bank Replicant Second Breakfast Sinkhole Spike Protein Survival Kit Symbiosis Thermophage Transmission Trap Card Trident Tutu Umbrella Viral Transmitter Water Wheel XD-40 Z-Cell --Bosses-- Saffron Boss fight completely reworked Now attacks with ~40 different pre-programmed spell "combo chains" at 4 different tiers She also throws her Plushie behind her instead of in front! And is overall much smarter and scarier!~ Selicy Special Holiday stuff --Characters-- Terra: Starting Kit Mine -> Poison Tails --Quality of Life-- Added a luck symbol flash on Bunny death Weapon info can now be viewed on the Deck Screen Fixed previews for many spells Assists no longer block movement Certain dark icons brightened (Monsoon and world icons) Updated Removal tooltip to reflect that it can remove artifacts and pacts too Made Serif's dialogue hint more towards not being a true ending after the Gate Worlds where bosses have been killed will now show up as red in the map and have a skull Viewable map during the rewards screen --Settings-- Hold to Skip option Hold to Move option Stop Music on Pause Menu Readability Mode - increases size of card descriptions and hides flavor text Angel Mode ("easy" mode) - reduces damage taken and enemy/boss speed by a %, increasing by 2% every time you die (max 50%). All achievements can still be obtained this way. Character has a halo while this is on. (Removed the halo you get from saving hostages). It's separated into two sliders and can be toggled on and off at any time. Hopefully this optional accessibility mode allows more people to enjoy the game without removing all the challenge for it. I liked the idea of making the game slightly easier, the more the player dies, so that they are always making progress! --Systems-- Profile/Save slots system, Brand and Icon are based on last chosen Hell Passes are now individually selectable! (The hell pass 14 achievement can be completed with only hell pass 14 active) --Bug Fixes-- Shield will properly search in the Library Hell passe...Free Content Update preview! (Nominate us in the Steam Awards!)Nov 25, 2020 - Community Announcements^Vote for us in the Steam Awards! (Click above)^ (Even if you're actually good at the game) Also ironically, easy mode is coming. Anyway the biggest patch since release, Patch 1.5 is coming December 4th! The focus of this patch is the health of the game through rounding out the item pool and adding lots of new features! Featuring: +29 New Spells (Calamity spells for all Brands!) +32 New Artifacts Pick and Choose your Hell Passes Mod/testing sandbox Profiles/Save slots Lots of Accessibility settings ("easy" mode, hold movement, readability) Completely new Saffron Bossfight! Exclusive Holiday Skin! {STEAM_CLAN_IMAGE}/33865655/36ffe80adbc41c4bf0ed573b23a82bf0d84873e4.gif Beat Holiday Selicy Before the year ends to get her Holiday skin! {STEAM_CLAN_IMAGE}/33865655/233f0875bc08a74e001c2a2c667ec4698d79e05b.png Angel mode adds a damage and enemy speed modifier that increases by 2% on death, up to a max! It can be toggled at any time and you can still get all achievements with it. Your character also gets a halo while it's on! {STEAM_CLAN_IMAGE}/33865655/2a8c626fef469587223e8b79b8d3932a3ff21486.png Some new spells! {STEAM_CLAN_IMAGE}/33865655/f80e2b331872fcb90f814a4049133dfef5e989d6.png Some new artifacts! Saffron's boss fight has been completely reworked to include over 40 different preset spell chain combos! Also she won't hit her plushie as much lol. Here's a short preview of her new moves! Sorry for the wait, and thanks for sticking around! -Thomas Anyway don't forget to nominate us for the Steam Awards up there^Patch v1.4 - C# Mod SupportApr 15, 2020 - Community AnnouncementsHotfix 1.4.3 | 4-27-2020 Fixed a bug where money hostages were not throwing money Money drops will now update text when it reaches the target Changed Sunglasses trigger chance from 50% to 25% Fixed some issues where certain duplicate artifacts could still show up Last letter and Pyroblast secondary damage will now scale off of base damage Moved "Gain 1 Trinity" to properly show the order of effects Removed horizontal spawn position from Vivisection Added visual updates to Gate turrets to better show their tile positions Fixed an issue where killing a boss with Leech would not heal the player Fixed an issue where certain spells could cause players to get stuck in co-op Increased Viruspell anchor from 0.05->0.1 Excalibur damage will properly deal 300 dmg instead of 200 LioFire Gunner weapon reduced travel time and decreased cooldown slightly Fixed a bug where a combination of frost artifacts could apply Frost to the player at the start of battle Remove doublecast from Explosion! Fix description of ManaSteal having double periods Bosses will now assist you after sparing you Hotfix 1.4.2 | 4-19-2020 Deck will now count deck size after a new spell card is added to the list Fix overlapping from Reva's final assist Pressing left on the screenshake setting can set it to None Fixed a bug where cards could stay on the screen when quitting after choosing them Previews will no longer persist when abandoning run as shopkeeper with the deck open The shuffle at the start of battle will no longer decay shield Sunglasses will now properly trigger at 50% Flint Shot now glows with a Flow border when you have flow Evil Hostages will no longer fire blasts with the deathrattle and have a faster attack to match the animation Evil Hostage projectiles are slower to make up for the faster attack Removing Grip Tape and Blueberry Jam will now properly remove their effects Max Mana status effects will be properly removed when all statuses are removed Shmup credits scene will now last until all the credits have scrolled through. Reva's summons are properly colored to match their tier BladeBay will now attack in the preview when shuffling Remove on hit upgrades from Earth Prayer Chrono effects will no longer delay music looping Added some missing tooltips to spells and artifacts Fixed a bug where dieing to Violette's speakers could softlock the game Modding: Add tags to Update panel Remove description from Update panel Hotfix 1.4.1 | 4-15-2020 Fixed a null error where creating a new mod would not create a new folder Fling will now display the Backfire tooltip properly Fixed a case where Violette could still play music when killed extra early Stats will now update right after removing an artifact Moved the flavor text for Ambient burst since it is no longer in Convergence Mint Tea artifact will now restore mana properly Patch Notes 1.4 | 4-14-2020 --Spells-- Some of the Brands didn't match the concept or theme of the spells as well as others. In general it is supposed to be the...Patch v1.3 - Boss Rewards and SystemsApr 7, 2020 - Community AnnouncementsPatch Notes 1.3 | 4-7-2020 --Systems-- Boss rewards will now also give a rare+ Spell choice Boss rewards will now give a rare+ Artifact choice I've gotten a lot of feedback saying boss kills didn't feel rewarding enough. I agree, getting a common artifact felt pretty meh. Hopefully this not only feels better, but also open up new synergies to explore since they're some of the more powerful items! New Shuffle time addition: 0.1s (max 1s) Every time you shuffle in a battle, the total shuffle time will be increased by 0.1s, up to a cap of 1s. This makes decks that blaze through their all their cards a bit less good, but shouldn't feel too noticeable or bad in general. For reference, default shuffle time is 2.5s. The shield decay change also makes this addition less punishing. Removed 0.01s shuffle increase per card This should help counteract the new multiplier in some cases Deck size mana regen now stops after 0.3 mana regen or (15) cards. I've turned the later markers into counters, to help keep track of the size of your deck when the deck gets too large. The markers have all also been moved down by 1, so you just need to hit the marker to activate the bonus mana regen rather than pass it. Frost 3 Stacks Damage: 100->150 I've had some reports of Frost being underwhelming and I agree it's one of the weaker synergies without artifacts. I'm buffing the damage from it to be more rewarding. Shield decay on shuffle moved to end of shuffle Shield decay on end of shuffle: 25%->40% I've decided to move shield decay on shuffle to when your shuffle is finished so that playing a shield card as your last card doesn't feel so bad. Also you won't be as defenseless while shuffling. The shield decay was increased to 40% to de-incentivize stacking too much shield as a "safe" play, I think this is do-able now that shield is less of a necessity to get through mid-late game. The combination of these should keep shield in a decent spot for both small and large decks. --Spells-- Doublecasting Flow cards will now trigger Flow on the second cast as well as give extra Flow Stacks Align Mana: 1->0 Blade Rain Will no longer land on broken tiles Blink Shield: 10->20 Double Tap Anchor: Yes->No Damage: 100->120 Fate Shield: Hitbox height: 9->3 Horizontal spawn: 0->-1 Projectile speed: 35->30 This should give fateshield more versatility and use cases rather than only being used with step spells Glaive Targets: Other->Enemies This was sometimes killing hostages which felt bad and did not match the description. Health Catch Mana: 2->1 Hockey Duration: 3->5 Damage: 20->40 Increasing the duration and damage to make this worth 3 mana and reward good placement Kunai Damage: 40->30 Fixed some cases where kunais could miss Kunais could push out a bit too much damage for being 0 cost with no anchor. They should still be powerful with artifacts and spell power! Mana Steal Damage: 100->120 Meditate Trinity: 0->1 Pull Damage: 0->1 Ragnarok Damage: 300->350 Skipper Brand: Miseri->Kinesys War...Patch v1.2 - Chaos ControlApr 3, 2020 - Community AnnouncementsPatch Notes 1.2 | 4-3-2020 First of all I want to state my intentions as a game designer. My biggest goal is to make the game as fun and interesting for players as possible. That is what I personally want. I'm not trying to make a hard or easy game. I'm trying to make a game that challenges players and allows them to explore combos and mechanics and have fun with them. Please know I have the best intentions in mind even if I may make design mistakes here and there. If I make a bad change, I'm willing to admit it and find another solution. Sometimes it should be hard to help push you towards improving but this has to be done very carefully. Sometimes it should also be chaotic to throw a rush of excitement and panic at a seasoned player, but this scenario is rare and should not be an every-battle occurence like it can be now. --Difficulty Changes-- 1. The chaotic part of the game (mainly mid-late game) are pretty messy. I'm introducing a new system that calculates the current number of live enemies on the field and increases the time between their attacks dynamically. Chests and minions will also affect this amount but to a lesser degree. This should give you more breaks during the onslaught of the later battles, reducing the need to "burst" down an enemy at the start of battle, and help keep things strategic while still retaining a "fair" level of difficulty. I highly doubt I'll get this formula exactly right on the first try so please let me know your feedback on it! 2. Easy mode is not something I want to just tack onto a game. Making everything "80%" slower is a pretty lazy design choice and not something I'm comfortable with doing. I've made changes to open up more opportunities to hit and avoid bosses between attacks. It seems like the first world is slow enough for most players since it already has some "limitations" such as not spawning more than 2 enemies. I'm going to extend this limitation to the second world for non-ascension runs. I've reworked the way higher tier enemies appear based on luck, leading to a smoother curve throughout runs. I love a challenge and don't want to take that away from hardcore players. Most of the changes I'm making are not just about making the game "easier" but slower, more strategic, and easier to understand. If you're here for the difficulty, there are plenty of ascension levels I will continue to balance. Hopefully these and the quality of life changes below help make the game more manageable. This isn't the end for making the game more accessible. I'll keep working on it. --Spells-- AirSlash - Rarity: 1->0 Ambient Burst - Rarity: 2->1 Blast Crystals - Rarity: 0->1 Not a great beginner friendly spell and gets in the way sometimes. Making it a bit less common. Booster Shot - Rarity: 0->1 A bit too advanced for a common. Detox - Mana: 1->0 It doesn't do much atm, I want it to deal dmg equal to triple instead of just double poison but I'd have to re-localize in every language so it may take a while. Energize...Patch v1.1 - Flow reworkMar 30, 2020 - Community AnnouncementsHey everyone, I got a really quick patch out fixing some major issues and making a few balance changes. The response has been amazing so far! Patch Notes 1.1 | 3-30-2020 --Spells-- All spells with Gain 1 Flow : "Gain 1->2 Flow" Flow was too hard to keep going unless you had only Flow spells. Gaining 2 Flow per spell gives you a nice amount of wiggle room for other synergies. This should also help Flow artifacts see more use outside of Flow builds. Earth Prayer Gain Flow: 3->4 Rock Cycle Gain Flow: 1->0 Damage: 40->60 Rock Cycle was a bit too spammable infinitely. This still lets you spam Rock Cycle with the right build, just not forever. Waterfall Damage: 80->50 Gain Flow: 1->0 Anchor: No->Yes (also added a green glow when you have flow) Waterfall did way too much damage without any risk. Adding anchor gives some tradeoff for the terrible terrible damage it can deal. Hopefully this helps make Flow more accessible and gives you more freedom with it. I still want it to be a powerful build if you have all Flow cards, but now there's more thought in balancing your stacks with Rock Cycle and Waterfall. Kunai Anchor: No->Yes Kunais are a bit too strong right now. Watchlist. Mine Duration: 10->12 This should give you a little more time to activate Mine Sera Cannon Cost: 2->3 Sera Cannon can be a little too powerful without too much risk. Watchlist. Shield Beam Damage: 10->20 Shield on Hit: 10->20 Shots: 4->2 Time Between Shots: 0.11s->0.2s Shield Beam could get a little too powerful with shield upgrades and hitting multiple targets. The shot reduction also makes it feel a bit snappier --Weapons-- Slightly increased the cooldown for Bullet Hell Gunner's weapons. I want it to be more of a relaxed gameplay option, but their dps was a bit too high to experience the game. --Artifacts-- Beret (Shopkeeper starting item) Health Dropped: 90%->80% Shopkeeper was a bit too resilient to getting hit. Luna Rarity: 0->2 Pet MaxHP increase per battle: 40->25 --Other-- Co-op Base mana regen: x1->x2 Allowing both players to cast spells at a normal frequency should make co-op more fun and hopefully a bit more rewarding for the difficulty it adds. Modding Added a 'Mods' folder to StreamingAssets Made updates use the 'YourMods' folder Increased font size of mod descriptions Made mods disable achievements Fixed mods dissappearing after updating a mod Quality of Life Added a short hold for Skipping rewards, Upgrading, and Removing Adjusted health values for ending bosses Max Mana pact is now temporary during battle Reva's assist is more reliable Artifacts like Uranium that trigger constantly during battle will no longer affect the player while downed Reduced the frequency of attacks in some mid-lategame enemies Reva will unlock automatically at lvl 6 Saffron Chrono kit will unlock automatically at lvl: 4->2 Added 32bit windows support JTang redid Terra's default outfit --Bugfixes-- Achievements can no longer be achieved via preview The library can now be searched for keywords...One Step From Eden is a creative blending of fast-paced action and deck-building out nowMar 26, 2020 - GamingOnLinuxOne Step From Eden developed by Thomas Moon Kang and publisher Humble Bundle is out today and it might just be my new favourite game of 2020. The Humble Brag - Spring 2020Mar 24, 2020 - Community AnnouncementsCheck out some exclusive new clips of One Step From Eden and other awesome upcoming indie games published by Humble Bundle! Thanks to InkCurry for their awesome Hazel banner art! We are just 2 days away from release! March 26th!Coming to Steam and Nintendo Switch March 26th, 2020! + 10 min Gameplay Preview!Mar 20, 2020 - Community AnnouncementsCheck out 10 minutes of exclusive gameplay in One Step From Eden! We've been wrapping development up and testing and making so final balance tweaks. Everything's finally approved and set for launch! Thank you everyone for all the support. It's finally happening, just 1 more week! Stay tuned for some more character skins! Let us know in the comments if there's anything else you want to see!Character Skin Previews!Nov 1, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/33865655/21675141f3a09abdfa3f1e7c7ef3a2cec2757473.gif Saffron - Witch {STEAM_CLAN_IMAGE}/33865655/686bc935be5d964f54339a1769bedeca7dce8d8c.gif Reva - Cyber {STEAM_CLAN_IMAGE}/33865655/a1f7064b5d6736147d01709834839cd916e4bf39.gif Hazel - Priestess The skins are being create by @jtangc, one of my biggest personal inspirations for pixel art. It's been an honor to work with him! Let us know which ones are your favorite, and what other skins you're looking forward to! You won't need to pay extra for any of these! One Step From Eden - PvP Preview!Oct 14, 2019 - Community AnnouncementsWhat do you think of PvP? Closed Beta is Out | Won Best Game Design at Tokyo Game Show! | Patch NotesSep 17, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/33865655/da3fab0297922baa0a84ebbb4456c52e6f23e096.png The closed beta for One Step From Eden has been out. Follow the twitter @OneStepFromEden for chances to get in! I've been away at Tokyo Game Show 2019! Where we were selected for the SOWN awards and won Best Game Design! But I'm finally back now and will be actively working on the game and updating the beta. {STEAM_CLAN_IMAGE}/33865655/e8580d5170e962240ae5669f51c211c4331519f3.jpg Wasn't sure the best way to get patch notes outside of discord. Hopefully this helps! Patch Notes #1 1. Restructured battle end logic, no more soft locks on normal battles! 2. Fixed boss executions being interrupted and softlocking. Boss executions should now always kill you, if not #3. 3. After 10 seconds of being "downed" at 1 hp, you will regain control of your character, to prevent any softlocking 4. Addded final checks to ensure tiles exist before attempting to move there and soft locking 5. Structures and enemies will no longer explode when being cleared from the field 6. Added enhancements (below) 7. Limited some enhancements to encourage diversity 8. Fixed some incorrect descriptions and added stuff like damage of blade throws 9. Sparing bosses counts as a battle for pacts 10. Fixed black screen when loading a game 11. Added some tutorial tips 12. Shiso now starts with align instead of pull Thank you for bearing with me on the bugs, it should get better and better as we keep going! :) Let me know what you're most excited about and feel free to throw your ideas at me! I'll be reading them even if I can't respond right away. Nerfs: Hyperbeam reduces spellpower by 2 Duel Disk reduces spellpower by 1 everytime you shuffle Changes: Devour - heals 100 hp if it kills an enemy CarpetBomb - rains down shots on a wide path and leaves flames on hit. Gain fragile. Can hit self. ClawTraps - raised root duration from 2 to 4 New Spells: Cynet - apply link to all enemies for 8 seconds Salvage - destroy a structure in front to gain 100 shield and max mana New Enhancements: EarthboundPlus - give an earthbound stack ExtendedMag - +4 shots and Jam FragilePlus - hits apply Fragile Overload - double damage and Consume SummonHealth - double summon health Patch Notes #2 Changes: Set a minimum deck size, cards cannot be removed below 4 cards Disabled mouse locking to center of screen after a duration while the game is the focused window Add some unique/random dialogue lines Balance Changes: Blizzard - mana cost 4->5 Entrench - root duration 1->2 Earthen Armor - shield amt 70->40 Tractor Beam - rarity 2->1 Pull - duration shortened, rarity 1->0 SumTurretGun - mana cost 2->3 Circuit - dmg 40, rarity 2, mana 1, duration 3->2 Twoxin - posion 40->60 Pacts altered for balance, removed Heal pact. ChocoMintChip Frost slow now only applies to enemies Rose (artifact) now gives atk dmg instead of healing MaxMana can only be raised in battle Enhancements will now cost 1 extra upgrader for each enhancement already on the spell H...