The development of the original game spanned eight months. Upon release, in December 2008, the game rapidly developed a loyal fanbase, and around 2012 many of you supported the project via Indiegogo in order to produce a new chapter codenamed Eternal Eden: Ecclesia. The journey proved to be more challenging than anticipated, since the follow-up required a brand new style and more powerful engine.
As of 2015, Eternal Eden and Eternal Eden: Ecclesia are now merged together to become a single reboot. The main reason is that the 2008 edition feels very outdated and somehow remains a prototype; a rough draft. Another reason is that the plot of Eternal Eden: Ecclesia may be disorienting for gamers who haven’t played the first game, making it difficult for marketing purpose to approach a broader audience. Thus, a reboot combining both games makes things a lot easier for everyone; and less expensive for gamers in the end.
WHAT’S TO BE EXPECTED?
First and above all, the main goal is to amaze you with an engaging storyline with new well-crafted twists. The game won’t begin the same way the 2008 version did, it will start with the storyline written for the long-awaited Eternal Eden: Ecclesia chapter, then at some point we’ll (re)discover a large portion of the original tale, including new characters, background story and twists.
Some sequence will be added, while others will be deleted. For instance Fierro’s backstory and origins will be re-imagined. There will be many, many more scenes foreshadowing Downey’s fate. Joelle (and the fairy tribe) will be wiped out of the new scripts to be replaced with something of more significance. Et cetera.
Writing a new script requires a lot of efforts, which is also part of the ongoing development process. No matter what, the essence of the story remains the same.
Character visual designs will also show some differences, mostly their clothing and preps. There will be a few name changes here and there. For instance, it’s under consideration to alter the names of Jean, Dogan and Josefine. Stay assured that you can rename the characters during playtime If you don’t like this decision.
Screenshots you’ve seen during the Indiegogo campaign were work-in-progress images, partially rendered with the Blossomsoft engine. The final version will be superior to what you’ve seen so far. The idea is to give a solid structure to the 2D graphics with the help of 3D authoring tools.
Gameplay will be even more addictive than what you’ve experienced in the 2008 edition. The new battle system (which is without a doubt the core difficulty of the development) will keep you busy for weeks. No exaggeration here. Some bosses, and the way you fight them, will be of epic proportion.
Positively, it will be a 50+ hour game with a very strong replay value.