Echoes of the End - Patches & Updates

Echoes of the End - Patches & Updates

Patch Notes for all platforms


Patch 1.05 - September 17th, 2025

Patch 1.05 is now live on all platforms, bringing a number of fixes and smaller updates to the player experience. Check out the full patch notes below, and keep the feedback coming!



Meanwhile, the team is working towards a substantial update that we’re very excited to share with you all in the near future.

Keep your eyes open for more information on that, coming soon!


Chapter 1

  • Fixed an issue where the player could get stuck while draining the cairn after Skuggi.

  • Fixed an issue where some of the tutorial Durtar would not behave correctly.

  • Fixed an issue where a specific Vanguard would sometimes grow very large.

  • Adjusted death volumes in the rotating wheel puzzle.

  • Fixed an issue where Ryn could get stuck in a wall while climbing out a window.

  • Fixed an issue where Ryn could activate a chest through a wall, causing her to slide through the wall to reach it.

  • Adjusted some of Cor’s paths to improve his behavior through the chapter.


Chapter 3

  • Fixed an issue where Forynja’s attacks would sometimes fail to spawn fire on the ground when they were supposed to.


Chapter 4

  • Abram will now wait where he tells you he’ll wait instead of wandering around where he has no business being.


Chapter 5

  • Fixed an issue where Abram could teleport onto a rope ahead of the player, sometimes causing Ryn to fall.


Chapter 6

  • Adjusted death volumes to make sure the effects of lava are properly represented.

  • Adjusted the way gravity works with the cinematic camera.

  • Fixed an issue where this chapter’s health upgrade was not properly unlocking.


Chapter 7

  • Fixed an issue where certain Dalsmen would casually continue their conversation while fighting Ryn.


Chapter 10

  • Fixed an issue where Abram would teleport to an upcoming buddy boost.


Miscellaneous

  • Reduced the distance Ryn moves during certain finisher animations to prevent unintended consequences of that movement, such as falling off a ledge when the animation ends.

  • Adjusted Ryn’s air dash to always follow input direction. If no input direction is given, it follows mesh rotation instead.

  • Fixed an issue where some of Zara’s attacks would cause Ryn to stagger in the wrong direction.

  • Adjusted collision in a handful of areas through multiple chapters.

  • Improved environmental targeting indicators for multiple objects in several chapters.

Patch 1.04 - September 4th, 2025


We've just published Patch 1.04 which brings forward highly requested features including HDR support, chapter select, and toggles to hints.



In addition, by popular request, we've also reduced the damage taken from enemies for story mode. We've also fixed a number of defects reported to us. We are continuing to monitor your feedback and plan to release a bigger update in the coming weeks!



See you in Aema!

Combat

Combat

  • Added a more descriptive tutorial for Shift and Drain in chapter 1.

  • Story Mode has seen a reduction of incoming damage from enemies and bosses.

  • Improved consistency of input registration for ‘Aftershock’ ability following a parry.

  • Improved input queueing when Ryn shifts an enemy towards herself.



Quality of Life & Hardware


  • HDR support added for all platforms.

  • Puzzle hints can now be toggled off entirely in the menu

  • Chapter select introduced to the game (September 5th for consoles).


General Fixes

  • Fixed an instance where Ryn’s mantle animation could occasionally fail.

  • Improved the physics of Ryn’s tunic during climbs.

  • Fixed an issue where Cor might get stuck on a balance beam.

  • Fixed an issue where in rare cases Abram might join Ryn on a detour path when he shouldn’t.

  • Fixed an issue where a slam attack by crabs might stagger Ryn in the wrong direction.

  • Fixed an issue where Abram could potentially glitch when interacting with a gravity launcher in chapter 6.

  • Fixed an issue where players might lose lock-on during a fight with Zara.

  • Fixed a collision for a certain attack for the captain unit.

  • Fixed an issue where Vanguards could on occasion A-pose after death.

  • Fixed an issue where casters might on occasion not die immediately.

  • Fixed an issue where a Shielded Fighter could glitch if killed by a barrel.

  • Fixed an issue where ranged Durtar might occasionally snap during melee attacks.

  • Fixed an issue where lower LODs of harpies might be rendered without feathers on certain hardware.

  • Added polish to certain facial animations and eye tracking, as well as improving the interaction between Ryn and her sword, in a cutscene in Chapter 10.

  • Improved the consistency of jumping between certain nets in chapter 3.

  • Fixed a collision in chapter 4, improving a slide event.

  • Fixed a transition on Zara where she might slightly twitch during her transition.

  • Fixed an interaction in chapter 9 where a moveable box could in same cases fail to spawn at the third gate.

  • Added safeguards where players could bypass the ‘Guardhouse Entry’ cinematic.


Patch 1.03 - August 29th, 2025

For this patch, we focused our efforts on fixing issues reported to us. Meanwhile, we continue working on a larger set of improvements and quality of life features coming in next week.

We had aimed to have HDR added to all hardware this week, but had to delay it to next week due to some incorrect interactions between HDR and colour-blind options. For this patch, we focused our efforts on fixing issues reported to us.

We will be also sharing a roadmap of incoming updates very soon, to keep you up to date on game development and incoming improvements!

Characters

Player Character
- A fix for rebinding certain bindings would sometimes incorrectly affect other inputs.

- Fixed an issue where Ryn would occasionally perform an incorrect rotation during movement.

- Updated the Parry follow up, so that performing a Heavy Attack follow up is more responsive.

- Fixed an issue in which Ryn could do extra rotations when exiting beams while movement input was given.

- Fixed various animation pops that could happen in specific scenarios.

- Fixed an issue where if Ryn got hit during Lightning Blade activation, it could lead to losing the charges without activating them as intended.


Companions
- Fixed an issue where in rare cases Cor could incorrectly time his jump in chapter 1 or go out of bounds.

- Fixed an issue where Cor could get stuck against a wall on a moving platform.

- Fixed an issue where Cor would show incorrect behaviour after burning brambles.

- Fixed an issue in which Abram could be momentarily missing after certain boss fights.

- Fixed an issue where Abram could jitter on a certain door in Chapter 2.

- Fixed a rare issue in which Abram got stuck jumping and would not correctly perform actions

- Fixed an issue where if the input for Abram's ranged attack was input too frequently, it would only use activate twice instead of three times.

Enemies
- Corrected an issue where a ranged attack from Eobard could trigger the wrong stagger animation.

- Fixed a few issues with Snæskuggi, including slight floating and buggy behavior when interacting with the rubble from his stone throw action.

- Improvements and small fixes to the Aggressor unit.

- Fixed an issue where players could potentially drop lock-on unintentionally when fighting Zara.

- Added a shield activation at the start of the combat versus Zara, to more clearly indicate it's active state.

- Fixed an issue when certain enemy interactions would use the wrong voice and sound inconsistent in some of their reaction animations.


General

Miscellaneous
- Fixed an issue where save files would include some unintended data, causing save problems on Xbox.

- Improved a number of ground collisions to have more accurate contact.

- Subtle improvements to certain face animations, transitions, consistency of action, and improving background units in cutscenes.

- Fixed an issue where camera shakes were sometime missing sounds on certain devices.


Chapter 1
- Fixed an issue where in some cases you could interact with an object during combat, which was only supposed to be accessible out of combat.

- Fixed a number of collisions where Ryn might occasionally get stuck on.

- In the cinematic when you meet a large Durtar, Ryn now parries more accurately with two hands.

Chapter 2
- Fixed an issue where you could incorrectly mantle on top of a climbable surface.

- Added extra safeguards for a location in which it was possible for players to go out of bounds.

Chapter 3
- Fixed an issue with a misaligned ambient animation on a troll interacting with a skull.

- Relocated a troll so that it was more accurately placed on the ground.

- Fixed a rare issue where Smatroll could disappear when proceeding past the fight.

- Fixed a rare issue where puzzle hints would sometimes not disappear at the end of the chapter.

- Fixed an interaction with a movable box when Ryn jumped onto it.

- Fixed an issue in which a few fires would not correctly damage the player.

- Adjusted a shallow water section so that it no longer affects the player or kills them.

- Added a missing death trigger volume to the pit at the start of 3.

- Fixed an issue in which a Dalsmen could A-pose if the player rushed through a section.

- Fixed the cinematic with Kelen where he could sometimes incorrectly move slightly, and Ryn's hair might pop a little.


Chapter 4
- Fixed an issue where the prompt for waterwheel lock could turn off, blocking interaction.

- Moved a death trigger volume in the raise/lower water section.

- Fixed an issue with raise/lower water section not resetting correctly sometimes upon death.

Chapter 5
- Fixed an issue with a Remnant that would fail to enter combat under specific circumstances.

- Fixed an issue on the Xbox S where Eobard might pop in at the incorrect time.

- Fixed an issue where Eobard's secondary sword would luminate at the incorrect time in a cinematic.

Chapter 6
- Fixed an issue where enemies could sometimes fail to rotate correctly on gravity platforms.

- Added a tutorial popup to indicate that Ryn is able to drop from balance beams.

- Fixed an issue where in certain scenarios players could not correctly walk onto gravity paths.

- A death trigger was placed next to a climbable beam hanging over lava, it was moved to be more consistent with possible paths.

- Added extra safeguards around a gravity section where players could go out of bounds.

- Fixed a small culling issue that was occurring with embers in the level.

- Added a missing VFX during the dash mechanic introduction.

- Fixed an issue in which a rock disappears after a cinematic.

Chapter 7
- Fixed an issue where the interaction icon would not appear correctly on the dagger.

- Fixed a spot where players could in rare cases fall through the map.

- Fixed an issue in which sometimes enemy units might be doubled in a cinematic.

Chapter 8
- Fixed an issue where the indicator for Abram's interaction with Iron Sand incorrectly appeared.

- Fixed an issue where Ryn could incorrectly mantle on top of a climbable surface.

- Fixed an issue where you could incorrectly interact with a Cairn through a door.

- Added extra safeguards to ensure a critical section in the level could not be bypassed.

Chapter 9
- Fixed an issue where in certain scenarios players could not correctly walk onto gravity paths.

- Fixed a small issue where the movable object was incorrectly highlighted.

Patch 1.02 - August 21st, 2025
Patch 1.02 focuses on overall improvements to the combat experience, improving responsiveness and visual feedback, while addressing issues reported in the first week of launch.





We want to sincerely thank you for the support and feedback you’ve shown us and the game this last week, and hope these improvements help to make your experience in Aema a truly memorable one. Thank you once again, and we’ll see you in Aema!

Combat

Player Character
- Multiple adjustments made to animation cancelling and combat timings to improve overall responsiveness.
- Dodging and parrying out of basic attacks is now much more responsive.
- Players can now parry to cancel out of an ability even if a target is selected.
- Following up after parried attacks now cancels slow motion and is more responsive.
- Hitfreeze has been introduced to all enemies.
- This increases the weight of successful attacks and improves the evasion window immediately after Ryn lands a hit on an enemy.
- Targeting dot on enemies now clearly displays whether or not it is locked-on.
Ryn’s jump animation has been changed.



Companions
- Fixed an issue where players would incorrectly be revived by Abram if they died in the air. They will now be revived at the last checkpoint instead.

Enemies
- Skuggi has been nerfed on all difficulties, with a longer recovery time added between his attacks.
- Fixed an issue where Skuggi would occasionally not reward a skill point, stopping player progress.
- Fixed an issue where Zara would sometimes get locked in an animation and become stuck.
- Updated Zara’s shield to increase visual and audio clarity.


General

Miscellaneous
- Increased the size of subtitles by 20%.
- Resolved an issue where sections of the landscape would not be rendered on specific hardware.
- Resolved several issues where the player could fall and become stuck.
- Improved the sound effects that played when interacting with collectible chests
- More satisfying sounds have been added to chest interactions.
- Scorpion execution now has an accurate blast sound.
- Fixed an issue where certain traversal actions would not trigger the correct sound.

Chapter 1
- Fixed an issue with players being able to skip a section of the level before Skuggi.
- Fixed an issue where Cor would sometimes get stuck on rocks.
- Fixed an issue that caused Cor to sometimes not open gates as he should.
- Added a failsafe to ensure Cor can only burn brambles outside of combat.

Chapter 2
- Fixed missing sound effects in the Zara encounter.

Chapter 3
- Fixed an issue that could cause players to become softlocked if they died on the zipline after the tower.
- Fixed an issue where players could have trouble interacting with a preserver puzzle.
- Fixed an issue where Abram could become stuck after the Forynja fight.

Chapter 4
- Fixed an issue where Ryn could sometimes fall through a small crack in the environment.

Chapter 7
- Fixed an issue where killing a specific newt could sometimes cause a crash.

Chapter 8
- Fixed an issue where Aurick would sometimes respawn after the fight.

Chapter 9
- Fixed an issue where a bridge would incorrectly be present in both preservation states.
- Fixed an issue where Abram would sometimes incorrectly close a gate.
- Fixed an issue with Abram being able to interact with levers.

Performance & Quality of Life Improvements

- Fixed a hitch that could be observed when the game saved.
- Added support for NVIDIA DLSS Multi Frame Generation on PC.
- Adjusted cameras in 20 cinematics to better suit ultrawide screens.


Patch 1.01 - August 14th, 2025


Chapters

Chapter 1:
- Fixed an issue in the first durtar encounter, in which they could get stuck in the air in certain scenarios.

Chapter 3:
-Fixed an issue where Abram could get stuck in the ground during the final cinematic in chapter 3.

Chapter 4:
- Fixed an issue that could cause Ryn to fall through the world when loading from menu into the beginning of chapter 4.

Chapter 6:
- Fixed an issue where mantling up on a sideways gravity platform in chapter 6 caused Ryn’s gravity to reset to normal.

Chapter 7
- Fixed a soft lock that could occur if the player fell to their death after draining a specific bit of stonerot in chapter 7.


Other Fixes

General
- Shortened respawn times after falling. This fixed an issue where players regained control too quickly when respawning after a fall, allowing them to clip out of bounds and potentially fall through the world.

Performance Issues

We are currently investigating performance issues some of you are experiencing and hope to have a fix in the coming days.



If you are experiencing this issue yourself, please comment in the Steam news post titled "Regarding feedback on performance issues" to share more information with us - it greatly helps us identify the cause of the issue.




Launch Patch 1.00 (Day 0) - August 12th, 2025


Chapters

Chapter 1:
- Adjusted lighting when exiting the cave to have more natural transition
- Fixed an issue where the durtar could enter combat during a cutscene, causing it to fly away
- Resolved an issue where dying sometimes respawned player with the incorrect lighting



Chapter 2:
- Lighting improved in caves, especially on Xbox S
- Shiftable cubes no longer have whitebox outlines
- Resolved issue where assets would load in for one frame during landslide



Chapter 3:
- Adjusted enemies to avoid Ryn getting stuck in a locked state if the enemies spawn within the environment
- Added death volumes around movable platforms to avoid the player getting stuck



Chapter 4:
- Adjusted the water to ensure it hits the wheel to create clear puzzle visual for player
- Fixed rope that was accidentally stuck in the stonerot



Chapter 5:
- Adjusted environment to ensure player does not fall through the slide
- Fixed remnants stuck in idle state at Eobard statue



Chapter 6:
- While in gravity, Ryn no longer floats if she uses double jump and begins her attack in-air
- Adjusted death volumes throughout chapter so enemies can more easily be shifted off ledges
- Elevator now correctly saves the state of the player upon exit and reload
- Improved camera transitions in gravity in several places
-Added more gravity platforms to stop Ryn accidentally flipping back during attacks
- Adjusted VFX for water so it displays even if you are not looking directly at it
- Scorpions will no longer become stuck in the air during combat when shifted off ledges
- Fixed FPS drop upon entering tomb

Chapter 7
- Geysir mechanic VFX now has the correct VFX, making it appear more full and natural



Chapter 8:
- Fixed issue where the camera rotations on using the magnets occasionally caused the camera to break and become stuck inside the environment
- Squeezes now correctly prevents Ryn from entering while in combat
-Fixed floating Dalsmen



Chapter 9:
- Ensure player never respawns in an infinite mana state
- Fixed signalers on Ísfjandi to avoid any being in idle state during combat
- Adjusted death volumes to avoid enemies becoming stuck on ledges when shifted
- Increased blocking volumes on Islands to prevent Ryn accidentally going out of bounds
- Added visual distinction for time changer asset. White is past, Blue is present.

Chapter 10:
- Fixed issue with missing death volumes causing Ryn to sometimes be able to float in the air
- Improved visuals of fires close to the ward

Characters

Zara:
- Zara’s shield now takes damage from dagger
- Zara’s shield now takes damage from drain and drain explosion
- Zara’s shield now takes damage from stone throw
- If you interrupt Zara’s rock throw ability it now cancels the animation effectively
- Rocks in the chapter 10 arena no longer float

Abram:
- Abram would sometimes get stuck in a paused state upon exiting the boat in Chapter 9 and then fail to help in combat. All paused states have now been removed after exiting the boat.
- Additional pathing added to Chapter 4 to ensure Abram does not get stuck on platforming elements
- Adjusted companion pathing in Chapter 10 to allow Abram to better follow Ryn along wall
- Improved Abram pathing throughout Chapter 6
- Added a failsafe to ensure Abram doesn’t get stuck in Durtar battle before statis tutorial in Chapter 3
- Fix issue where Abram would sometimes punch the air during auto attacks
- Abram now can use light ball while doing other actions during combat, avoiding the situation where a charge was used up but the light ball didn’t trigger
- Ensure Abram cannot get into a state where he is no longer registered as a companion
- Resolved issue where Abram gets stuck in combat arena in Chapter 8
- Fixed issue where Abram would sometimes glitch in the boat
- Abram now has a clearer visual for his auto attacks and on the respective target, making his presence in combat more accurately perceptable
- Ground VFX activated on footsetps for the respective biomes

Ryn:
- Fixed snaps that could happen in certain rare transitions, such as walking off beams
- More consistently triggering ground VFX on Ryn across biomes
- Slight adjustments in overall responsiveness in combat and animation notifiers to enter and exit animations
- Shift targeting visual now accurately displayed on certain targets
- Ryn can now follow up Aftershock with a gapclosing attack, similar to blast
- Fixed shaking in Ryn when at maximum range during rope pulling

Cor
- Fixed an issue where Cor’s damage could be framerate dependant