
Hey everyone!
First, I want to say thank you.
To everyone who has wishlisted Nocturnal Echoes, purchased the game, followed the project, shared it with someone, or simply taken the time to check it out — I appreciate every single one of y’all more than I can put into words.
I’m a solo developer, and I’m also still very new to game development. I’m learning programming, art pipelines, animation, combat design, audio, storytelling, Steam development, and honestly a little bit of everything as I build this game.
Because of that, some things may take me a little longer than they would for a larger or more experienced team, and I apologize when that happens. But I want you to know that I am committed to this game, and I’m putting everything I can into making Nocturnal Echoes better with every update.
My current goal is to release at least two updates every month. Some will be larger content updates and others may focus more on fixes, balancing, polish, or quality-of-life improvements, but I want the game to keep moving forward consistently.
Thank you for giving me the opportunity to build this world.
The beginning of Chapter 3 is now playable.
After the events at Castle Darkmourn, the journey continues into the Hollow Vale and the farming village of Bramfell, where something appears to have gone very, very right.
The fields are overflowing.
The orchards are full.
Nobody is hungry.
And nothing has seeds.
This update contains the first major story arc of Chapter 3. This is not the end of Chapter 3 — Dunn’s Hollow, Revenmarsh, the Root of Remembrance, and the chapter’s true finale are still ahead.
Hollow Vale
New travel areas connecting Castle Darkmourn to Bramfell.
New environmental storytelling and exploration.
Updated terrain, roads, farmland, gates, bridges, hedges, and valley dressing.
Bramfell
A fully explorable farming village built as an interactive game environment rather than a static painted scene.
New residents, dialogue, examinables, environmental clues, and investigation progression.
New quest: When the Soil Sings.
Discover what is happening to Bramfell’s impossible harvest.
Villagers now react differently as the investigation progresses.
The Melody
A new story thread begins through the children of Bramfell.
Certain discoveries can trigger a quiet melody moment during normal gameplay rather than interrupting the player with a cutscene.
The West Field
New dedicated combat arena.
Crop rows, farm equipment, stone walls, the village gate, and Merrick’s lamp give the encounter its own identity.
The arena changes as the battle progresses.
New Boss: The Harvested Man
A completely new multi-phase boss encounter.
Six unique combat behaviors.
Full custom animation sets across all three phases.
New attack telegraphs and ground indicators.
New ranged-pressure behavior to reduce excessive long-distance kiting.
Improved targeting and positioning so his actions respond more directly to where the player is standing.
New phase-change effects.
New dedicated boss health bar with phase markers.
The battlefield itself begins changing as the fight progresses.
Boss Arena Growth
The field gradually becomes overgrown during later phases.
New growth spreads through parts of the arena and creates dangerous ground.
The route back toward Bramfell remains accessible.
Dodging and quickly crossing affected areas remain viable.
Harvested Man Aftermath
The boss no longer simply disappears when defeated.
Marta now waits at the field gate during the encounter.
After the fight, she crosses the field to Merrick.
New growth begins rising where he fell.
Player control is briefly held while the scene plays out.
The aftermath now leads naturally into the Bramfell epilogue and the road ahead.
New Bramfell Epilogue
Six new cinematic painted scenes covering the immediate aftermath of the Bramfell story.
The epilogue follows the village through the night and into the following morning.
The current build now ends with the path toward Dunn’s Hollow.
Improved boss targeting against ranged characters.
Improved Clear the Row direction selection.
Added ranged pressure without shortening attack warning windows.
Added dedicated boss phase indicators.
Added new visual phase-transition effects.
Improved boss movement and row selection.
Improved reachability checks throughout multiple areas.
Fixed previously blocked paths caused by scenery collision.
Fixed unreachable Chapter 2 objectives in the Sunken Barrow and Silent Cradle.
Improved character animation handling and action-strip support.
Added stronger validation for sprite scale, animation coverage, collision, reachability, boss states, death animations, and area progression.
Numerous additional fixes and safeguards added behind the scenes to prevent progression-breaking issues.
Before moving deeper into Chapter 3, I’ll continue polishing this section with things such as character portraits, original Chapter 3 music, additional audio, dialogue presentation, and other visual and gameplay improvements.
After that, development moves toward Dunn’s Hollow, followed later by Revenmarsh and the Root of Remembrance.
Bramfell is the end of Chapter 3: Part One, not the end of The Blooming Rot.
Seriously — thank you.
Seeing people wishlist the game is still surreal to me. Seeing people actually buy something I made is even harder to describe.
I started this project with an idea, a story I wanted to tell, and basically no idea how far I would actually be able to take it.
I’m still learning every day.
I’m going to make mistakes. Some things might take longer than I expect. Sometimes I may have to rebuild something completely because I learned a better way to do it.
But I’m not giving up on Nocturnal Echoes.
My goal going forward is at least two updates every month, and I’ll keep sharing the journey as the game grows.
If you’ve purchased the game, wishlisted it, left feedback, told a friend about it, or even just stopped by the Steam page:
Thank you for believing in this project.
I appreciate every single one of y’all.
There is still a lot of Elaris left to uncover.
— Tim
EchoForge Studios