v0.4.11-dev STABLE-ISH
Enemies get their own attacks, warnings, deaths, and sounds, the deadliest hits stand out, and gear drops are easy to spot.
SHA-256 checksums
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EchoesOfColor_v0.4.11-dev_Windows_Portable.zip
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EchoesOfColor_v0.4.11-dev_Linux_Portable.zip
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EchoesOfColor_v0.4.11-dev_DedicatedServer_Windows_App.zip
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EchoesOfColor_v0.4.11-dev_DedicatedServer_Windows_Portable.zip
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EchoesOfColor_v0.4.11-dev_DedicatedServer_Linux_Portable.zip
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What's new
- Every enemy attack has its own look. Enemy attacks each warn you in their own way and strike in their own way, right where they really hit. Before, the telegraph and actual hitbox might sometimes have disagreed.
- The attacks that hurt most stand out. Ray, Nova, Lunge, and Ground Slam now have a dark-backed outline that fills as they charge and turns white just before they land, and they have more crunch when they do.
- Enemy support abilities show what they do, and do what they show. Heals, Haste, Gates, Walls, Nodes, and Mines stay quiet on the floor and act exactly where their warnings appear. A Bulwark now catches your shots and throws them back at you, and breaking a Seed's wall sends stone shards flying.
- Enemies die in their own Shape, and hits on you make sense. Enemies break apart as droplets, chunks, or glass shards. A hit on you now looks like what landed it, whether that's a shot, a strike, an area, or a touch. Enemy attacks and deaths have their own sounds.
- Gear drops are easy to spot. Drops sit on a solid plate in their rarity's shape, bob gently, and have bigger name tags, so they no longer vanish on a floor of their own color. If you'd like smaller tags, there's a new Drop Tags option in the Interface settings.
- Fairer shot counts, and status icons you can read. Each Shape's Volley now fires its proper number of shots, elite Needles and Spores fire theirs too, and your status icons sit clear of your resource bars and charge bar. They no longer clip over each other.
v0.4.10-dev
Square and Triangle get their own ability looks, Triangle's hitbox points the right way, and big fights run much smoother.
SHA-256 checksums
38e93b3179cbdabaa83a0a148688c10c6d98cd0c151fe69747c3a19cc21f0d9d
EchoesOfColor_v0.4.10-dev_Windows_Portable.zip
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EchoesOfColor_v0.4.10-dev_Linux_Portable.zip
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EchoesOfColor_v0.4.10-dev_DedicatedServer_Windows_App.zip
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EchoesOfColor_v0.4.10-dev_DedicatedServer_Windows_Portable.zip
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EchoesOfColor_v0.4.10-dev_DedicatedServer_Linux_Portable.zip
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What's new
- Square's abilities, each with its own look. Block Ram shoves a solid block across what it hits, Anchor Bastion is a little tower with gold notches for the shots it can still stop, Pillar Volley drops pillars that stay standing, Kinetic Verdict cracks the ground in a square, and No Exit's walls drag and lock into place. Iron Reprisal's Plating now shows as armor plates around you, and a plate flies off when you shed one.
- Triangle's abilities, each with its own look. Apex Dart is a glass arrowhead, Prismatic Lance charges with a little prism and fires a bright beam, Rift Sentinel is a crystal obelisk whose edges drain as its time runs out, Void Constellation's stars link up and glow once three close a triangle, Refraction Rail is a gate of light that gilds the shots it speeds up, and Constellation Routing's web shows exactly where it strikes.
- Every look sits on its real hit area. What you see is where it hits, and the hitbox view now draws square hitboxes as squares.
- Triangle's hitbox points the right way. It used to point backward, so the space behind you counted as you and the space beside your tip didn't.
- Smoother big fights. Dense packs cost a lot less to draw: enemy warning outlines, cast bars, and your Shape orb's hit pulse are all much cheaper, and square abilities now catch enemies right out to their corners.
v0.4.9-dev
Every hit lands now, with a shaped impact and a sound for your Shape, and Circle's abilities each get their own look.
SHA-256 checksums
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EchoesOfColor_v0.4.9-dev_Windows_Portable.zip
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EchoesOfColor_v0.4.9-dev_Linux_Portable.zip
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EchoesOfColor_v0.4.9-dev_DedicatedServer_Windows_App.zip
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EchoesOfColor_v0.4.9-dev_DedicatedServer_Windows_Portable.zip
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EchoesOfColor_v0.4.9-dev_DedicatedServer_Linux_Portable.zip
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What's new
- Hits you can feel. Every hit now lands with an impact in your Shape's form, sparks that fly the way the hit went, a flinch, and a damage number sized to the hit. Knocked-back enemies leave a streak, and a big hit adds a shockwave and a brief pause. You can choose Explosive or Crisp under Hit Effects, and Reduced motion turns the shake and pause off.
- Hits you can hear. Each Shape has its own hit sound: a pop for Circle, a thud for Square, and a glassy ring for Triangle, with a deeper boom on big hits. They're much louder than the old click, but still quieter than taking a hit yourself.
- Circle's abilities, each with its own look. Ripple Push rolls a crest of water across the spot it hits, Viral Gyre turns as a whirlpool that tightens on every pulse, Contagion Bloom opens as a flower with a petal for each status, Patient Zero is a little creature, and Common Organism links its colony with glowing veins.
- See your stored Viral Reservoir. Each charge you store now orbits you as a drop, and they stream into your target when you spend them.
- Fewer false "crits." Hits on small enemies no longer get the big-hit treatment, so the big effects mean something.
v0.4.8-dev
Every Legendary now changes how one of your Shape's abilities works, for Square and Triangle too.
Downloads for older builds aren't hosted anymore.
What's new
- Square and Triangle Legendaries. Every Legendary now reshapes one of your Shape's abilities instead of carrying a generic etch. Block Ram rams back the way it came, Anchor Bastion stays until it's destroyed, Apex Dart flies back to you, and Rift Sentinel becomes a refraction lattice that powers up the darts you fire through it.
- Iron Reprisal works on bosses. Plating you shed now lands on a boss when there's no other enemy around, so Square's Plating keeps paying off in boss fights.
- The Legendary star shows up. The star on a Legendary's feature now draws properly, instead of an empty box.
- Notices that get out of your way. The portal-cleared notice fades after five seconds, instead of covering the Gear page until you click it.
v0.4.7-dev
Gear got exciting: fewer, better drops you can see and hear, and Rares and Legendaries that change your Shape's own abilities.
Downloads for older builds aren't hosted anymore.
What's new
- Fewer, better drops. Each map now holds a set number of gear pieces, every one Uncommon or better, and clearing the map earns all of them. Plain Commons turn straight into Dust, and you'll see "+4 Dust" rise over your XP bar.
- Drops you can't miss. Gear lands with a beam of light and a sound that rises with its rarity, and a mark shaped by its rarity (a circle, a diamond, or a star) stays on the ground. A Rare or Legendary you haven't seen yet gets an arrow at the edge of your screen.
- Gear for your Shape. Rare drops now carry a feature for one of your own abilities, like "Patient Zero lasts 4 seconds longer." Circle's Legendaries change what an ability does, such as Ripple Push pulling enemies in instead of pushing them away. Square and Triangle Legendaries are next.
- Upgrades, with a reason. A drop that's better for your build says "Upgrade," and picking it up tells you why in one line.
- Ambushes and the Hepticon. Breaking clutter can call an ambush, now with a clear callout, an arrow to the pack, and sometimes an extra piece of gear. Beating the Hepticon gives everyone in your party a Legendary.
- Fairer fights against big enemies. Viral Reservoir and other on-kill effects now keep working against minibosses and elites, not just bosses. Cores have new names, too: Opal, Jade, Sapphire, Garnet, and Topaz.
v0.4.6-dev
Tooltips stop covering the fight: in combat, hovering the HUD shows a short card in a corner you can move.
Downloads for older builds aren't hosted anymore.
What's new
- Tooltips that stay out of the fight. In combat, hovering your actions, buffs and debuffs, the Shape and Color orbs or the XP bar no longer drops a big card over the middle of the screen. After a short pause, a compact card appears in the bottom-right corner instead, with the name, the cost or time left, and a line or two about what it does.
- Put it where you like. The card is its own widget, Tooltips in Combat, so you can move it, resize it or fade it in the HUD editor.
- Still there when you want the details. Hold Ctrl for the full card, and outside of combat tooltips work just as before.
v0.4.5-dev
Smoother play on 4K and scaled screens, a retry before the Warden, clearer light themes, and a much faster Actions page.
Downloads for older builds aren't hosted anymore.
What's new
- Retry instead of starting over. A death before the Prism Warden now offers a retry of that depth, and your shots fly through clutter instead of stopping on it.
- Smoother on big and scaled screens. With Windows display scaling (like 150%), the game was drawing every frame far larger than your screen; it now draws at your screen's real size. Direct3D is now the default on Windows, and the fog of war, the minimap, and many combat effects are drawn from cached pictures, so fights hitch less.
- A faster Actions page. It no longer drops frames sitting still, hovering, or dragging actions between slots, and actions you rearrange keep their own icons on the hotkey bar.
- Damage you take is easier to notice. In big packs, hits merge into larger numbers, a loss band shows on the Shape orb, and hit sounds grow with the damage.
- Light themes read better. Portal cards, the gear lattice, the Portal Complete panel, and Chromatic Node labels follow the theme, and the recursion board's map stays dark so its terrain is clear.
- Gentler guided tours. Tours point at what to do with a comet instead of dimming the screen, and you can close one at any time with Esc. World caches now stand out from clutter, and a widget hidden in the HUD editor can always be brought back.
v0.4.4-dev
Sharper at your screen's real resolution, a run you can leave and resume, a two-minute Prism Warden, and every screen easier to read.
Downloads for older builds aren't hosted anymore.
What's new
- Sharp on big screens. The game now draws at your screen's real resolution, so text and art stay crisp on 1440p and 4K monitors. If you'd rather have the lighter 1600x900 picture back, there's a Render Resolution option. Menus, combat warnings, lighting, and the HUD also got a performance pass, so it stays smooth at 4K.
- Leave a run and come back to it. Choose Save and Return to Menu from the pause menu, and Continue a run brings you back to the start of that depth. If the Prism Warden beats you, you can retry the fight. Starting a new run while one is saved now asks you first, so you never lose a run by accident.
- A bigger Prism Warden fight. The Warden now takes about two minutes and gets the Star Reaver's presentation, with an intro card, a phase banner, and a proper defeat. Glyphs open when you beat it, at any level, and you're told when you earn a new one. They unlock by the deepest depth you've reached, a Color Trial win, and an even-level track, and the glyph library is grouped by where each one comes from.
- Every screen follows your color scheme. The HUD, tooltips, menus, and every workspace now use your chosen scheme, and all text on the light scheme meets WCAG AA contrast. Keyboard focus shows as a two-tone ring you can see on any theme, small controls are at least 34 pixels and grow with the text size, and text no longer gets cut off at the largest size.
- Small comforts. There's a new World Brightness setting, the F9 performance graph follows your text size and theme, and Report a Bug is now a proper game panel with Copy Diagnostics beside the log.
v0.4.3-dev
Glyphs now do something on every action, passives become a keystone list, and the Star Reaver fight is fairer and sharper.
Downloads for older builds aren't hosted anymore.
What's new
- Glyphs do something on every action. Fork, Chain, Pierce, and Ricochet now work on strikes, fields, summons, and traps, not just projectiles. Invariant and Tether work on actions that end at once, and a glyph can strengthen an effect the action already has, like a longer stun or an extra Guard stack. You can also etch the same glyph into several sockets. Right-click a glyph in the library to etch it into the next open socket, or drag it onto the socket you want. Echo repeats now fan out at random angles, and Mirror's image can appear on either side.
- Passives are now a keystone list. The passive board is gone, along with the routing, panning, and zooming. You get a list of keystone cards instead. Each one has pips you buy in order, and the third pip turns it on. Nine of the old passive modules were cut, and older saves are updated for you, with the points you had spent returned and a notice telling you how many. Funding two partner keystones together now unlocks a bonus between them, and Host Ecology was rebuilt so your fields and summoned geometry soak up the statuses you inflict, then wake up to spread them.
- A fairer Star Reaver fight, with a Phase II of its own. The Reaver now rests long enough for you to finish a full charge, including Overcharge, Kinetic Verdict, and Prismatic Lance, before its next attack. Phase II brings back a ring of Starburst rays every third attack, so you can learn the rhythm. It also gets its own "Phase II - Starburst" banner, an intro name card, and a proper defeat.
- A gentler first ten levels. Glyphs now open at level 10, or sooner once you beat your first boss, starting with Pull, Overcharge, Orbit, and Echo. Until then, the Actions page shows a road ahead of what each upcoming level opens. Lessons appear as short hints that never pause or dim the game, and a plain left-click now picks up a gear modifier. Notifications moved to the left side of the screen, and routine ones wait until a fight is over.
- Easier to read at any text size. Every control named on screen is drawn as a keycap. Portal items, crafting, the HUD, stats, and techniques now use the same card-style tooltips. The Character screen's views and the Options tabs sit in a left rail, so large text no longer crowds them. The main menu has one obvious Begin button, and the pause menu is regrouped, with Abandon Run marked as the one that costs you your progress.
- A more solid world. Chromatic nodes now have real volume and a soft shadow, and caches, props, and other interactables keep clear of them. In biological rooms, nodes can look overgrown. Interactable key prompts are drawn above combat effects so you can still spot them in a crowded room. On computers without graphics acceleration, the game now lowers its resolution under heavy load to keep big fights smoother.
v0.4.2-dev
Undo on the Actions page, early level 15 dash modifiers, clearer glyph tooltips, and safer party chat with blocking.
Downloads for older builds aren't hosted anymore.
What's new
- Party chat is safer. Party Chat now starts in the off position in Options under Gameplay, and while it's off other players' chat lines stay hidden. When it's on, links, email addresses, phone numbers, "add me on" handles, and profanity are filtered out of messages. You can block anyone with the new Block buttons in the player list and in chat, or with /block and /unblock. Blocks last until you close the game.
- Undo on the Actions page. A new Undo chip and Ctrl+Z take back your last change, one step at a time, whether you moved an action, etched a glyph, reordered your glyphs, opened a socket, or chose a dash path. It's off in shared sessions.
- Early tries at a level 15 dash modifier. Once you reach level 15, you can tune your level 10 dash path with a modifier instead of replacing it. There are four early tries to play with: Predator's Step, Second Wind, Slipstream, and Afterimage. They're experiments, so they may change or go away. They show up as a second row on the Dash page, and a II badge marks the Dash card.
- Clearer glyph and modifier tooltips. Glyphs, portal modifiers, and gear modifiers share one card with a short effect, its cost, and its keys, plus more detail when you turn details on. The tooltip now opens beside the glyph library so it doesn't cover its neighbors. Show available hides glyphs you haven't unlocked, and your glyph points are back in a box under the medallion.
- A smoother Actions page. Right-click a socket on the medallion to open it, remove its glyph, or hone it. Cards sit on soft shadows and keep a margin from the panel border. The glyph tour is rewritten to match the new page. In shared sessions you can now change the order your glyphs run in.
- Bug reports keep your details private. Diagnostics are off until you tick them in the report form, and there's a "How reports are handled" button. Player names and folder paths no longer leave your machine.
v0.4.1-dev
A rebuilt Actions page, a dozen new glyphs, stronger dash upgrades, and much better accessibility options.
Downloads for older builds aren't hosted anymore.
What's new
- A new Actions page. It has a loadout bar, a bench for shared actions, a socketed icon whose gaps are your glyphs, and a searchable glyph library with category filters. You can drag, click, or use the keyboard to move things around, and the order of your glyphs now matters.
- A dozen new glyphs change how actions behave, including Swarm, Chorus, Escort, Cascade, Conduit, Displace, Plant, Mirror, Return, and Converge. Many older glyphs were reworked into verbs, too.
- Stronger dash upgrades. The level 10 dash upgrades hit harder and feel more distinct from one another.
- Easier settings. Options and Key bindings have search, and Accessibility comes first. Quick Setup applies several settings at once and can be undone, and High Contrast now has its own palettes, light and dark.
- Accessibility everywhere. Panel text, narration, and colors follow your accessibility settings throughout, and the Echo Archive can be used from the keyboard.
- Smaller improvements. The save list shows each character's play history, and several panels that were hard to read on light palettes are fixed.
v0.4.0-dev
Screen-reader narration and a personal danger rail, full Square/Circle/Triangle acceptance passes, passive fixes, Color Studio and party chat.
Downloads for older builds aren't hosted anymore.
v0.3.58-dev
Skill and glyph tooltip cards, tooltip style and UI theme options, Sunder shattering rules, Linux package fixes.
Downloads for older builds aren't hosted anymore.
v0.3.57-dev
Enemy status and warning readability, Prism Warden phases, bot campaign testing, Color capacity and sustain previews.
Downloads for older builds aren't hosted anymore.
v0.3.56-dev
Character overview and panel overhaul, gear fitted to Shapes, saved menu palettes, keyboard menu navigation.
Downloads for older builds aren't hosted anymore.
v0.3.55-dev
Chromatic Stride and pigment puddles, portal record chips, Field Guide reader, the Prismatic Arcade UI palette.
Downloads for older builds aren't hosted anymore.
v0.3.54-dev
Recursion Board terrain and atmosphere, Root Capsules, controller and rebinding options, big rendering performance gains.
Downloads for older builds aren't hosted anymore.
v0.3.53-dev
Downloads for older builds aren't hosted anymore.
v0.3.52-dev
Downloads for older builds aren't hosted anymore.
v0.3.51-dev
Downloads for older builds aren't hosted anymore.
v0.3.50-dev
Downloads for older builds aren't hosted anymore.
v0.3.49-dev
Downloads for older builds aren't hosted anymore.
v0.3.48-dev
Downloads for older builds aren't hosted anymore.
v0.3.47-dev
Downloads for older builds aren't hosted anymore.
v0.3.46-dev
Downloads for older builds aren't hosted anymore.
v0.3.45-dev
Downloads for older builds aren't hosted anymore.



