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Echolumination

Echolumination

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Devlog

  • All-new intro
    September 13, 2026 by iria-1342
    1
    #patch
    Echolumination now has an all-new introduction sequence! Welcome to Tardus Lux a distant planet with an unusual atmosphere. There is an all-new introduction sequence in the game and it plays automatic... Continue reading
  • Rendering GIFs with slow light
    September 02, 2026 by iria-1342
    In Echolumination, light moves ten times slower than sound. Nothing is drawn where it is (everything is drawn where it was when its light was emitted). That applies to animation too: each part of a bo... Continue reading
  • Two weeks of patches: transports, death effects, saves & replays, four-player skirmish
    August 28, 2026 by iria-1342#patch-notes
    A few major patches have arrived but the full details are in the Patch Notes thread! The highlights are here: Saving, loading and replays Save and load games for watching replays or picking up from wh... Continue reading
  • Devlog #1 — the rendering engine: what each side sees is computed, not revealed
    August 15, 2026 by iria-1342
    Most real-time strategy games answer "what can this player see?" with a visibility test: a unit is inside a radius, or it is not. Echolumination answers it with a propagation delay. There is no fog of... Continue reading
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Updated 10 days ago