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Post Alpha Plans – Art Direction, Skills, Bug Bash

Dev Blog: 9
November 30, 2015
Our alpha launch was a success, with lots of players getting to experience an early build of Eco and give us tons of feedback, suggestions, and bug reports.

The experience of having thousands of people suddenly in a (very early) version of our game is exhilarating, and we’ve been really blown away at how awesome the community is and eager to participate in development and accepting of the bug fixes we have yet to make. Developing with an active playerbase is going to be a big change from previously, and we plan to continue being very transparent with development and inviting involvement with the community.

We’ve spent the Thanksgiving break taking a breather after the alpha launch and thinking about our post-alpha directions, here’s the beginnings of it in this week’s blog post.

Art Direction

Our tech director Milenko put together this guide for Eco art and interactions that we’ll be implementing post-alpha. Our goal is to keep the blockiness of the game as our style, but evolve it, allow for greater detail more variation, and more impactful interactions. Check it out here:

Skills 2.0

We’re going to continue evolving the skill system in Eco, tying it closer to success in the game and association with the ecosystem. We’re introducing subskills and skillpoints, which come from nutrients in the food you consume. Take a look at our current draft and let us know what you think.


Thanks to great feedback from players we’ve got a solid bug list to burn down. Here are the top 21 most critical we hope to fix this week.

Any more reports please post them to the server, backer NoBlackThunder has been doing an amazing job organizing bug reports and helping us with support.

In the coming weeks expect plans for the next iterations of building and law system, and new feature plans for energy and transport.


If you have feedback and ideas please post them in our dev forums here, looking forward to hearing what you think and hope you can join the discussion.

Thanks for helping us have a great alpha launch and looking forward to taking Eco to the next level together.

The Eco Team is a collection of introverted and sometimes genius programmers/designers based in Seattle and Australia. We all grew up and thrive in the video game culture, so of course making them is our dream job. We look forward to continuing to put out quality games for the community of players.

11 thoughts

  • Dragendave

    Wow the Artwork looks AMAZING!!! 😀

    Great Job there, and I love those trees.. Foresting is a major issue right now.. You chop one down and bye bye tree for ever.. chop them all down and it’s the end xD
    There should be some kind of “spread” by them selves and Stump regrowth or chop’em down for extra wood. A forester would be also awesome ^^

    And windows.. great~ 😀

    And maybe think about some Signs and Maps to add later on. Otherwise navigating around the world will be a pain 🙂

  • Jlavaud

    New skill system looks good.
    I like the food system with nutriments balance and benefits over time. And choosing how to spend points will be great.
    Will there be a limit to stored skill points ? Will it be possible to keep all of them for late game ? I think there should be a limit like gaining less points when you have to much of them unspent. The skill point number displayed could be highlighted in red.

    What do you think ?

    • John K. Post author

      Interesting, I think you can keep collecting them, but youre going to get a lot more ‘bang for your buck’ if you spend them right away, so you can start benefiting the community.

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