EOTA Online · Echoes of the Abyss

News

Version 0.18.1 ·

  • Dungeons look smoother: a foe that survives a knock-out next to it no longer jumps to where the fallen one stood, and foes fade in and out as they come into sight instead of popping up.
  • An item you walk onto or pick up leaves the ground at once instead of after the server's answer; if it could not be taken, such as with a full bag, it shows again.
  • Walking with no foe in sight checks the way ahead sooner, so foes in the next room show up earlier.
  • In group expeditions a friend's turn that arrived while your own action was on its way is no longer lost on screen.

Version 0.18.0 ·

  • Dungeons answer faster, most of all when many players are online: the game's engine now runs natively. The game itself is unchanged.

Version 0.17.44 ·

  • Running out of turns on a floor now blows the team out of the dungeon as intended, instead of stopping the expedition with an error.
  • Small Stomach works again: using an item no longer stops the expedition with an error, and any edible item fills the belly.
  • Friends always get their group expedition reward, exactly once, also when the group leader's own action ends the run.
  • A raid that ends while a question is open, such as a fallen team's message log, no longer leaves you stuck.

Version 0.17.43 ·

  • The town and dungeons run more smoothly: no more freezes while walking or at the first hit of a run, and entering the town is quicker.
  • Deleting your account now also removes your season leaderboard entries, your name from group Abyss results, your contact messages and your paired second screens. The data download now lists all your market listings.
  • Walking through Echohaven with many players around is much smoother on phones: name labels no longer make the browser redo the page's layout on every step.
  • Fixed: the first message of a request could go missing from the log when another player had played just before on the same game process (for example "X reached Bramble Woods B1F").

Version 0.17.42 ·

  • For measuring smoothness: with ?perf in the address the overlay shows every game action split into network, server wait, engine and save, frame times and long tasks per view and the load times, and copies them as text. It is off for everyone else and changes nothing in the game.
  • Fixed a rare "connection interrupted" hiccup: a request could reach a game process just as it closed an idle connection.

Version 0.17.41 ·

  • The HUD and the Thor's lower screen keep their size: name, place, money and belly plates, party chips, the tip card, the pick-up prompt, the move box, the co-op bar and the group invitation have one width or height; longer names end with an ellipsis.
  • Thor lower screen: the floor and channel chips, the map pill, the team beside the map (four places, a status beside the level), the quick buttons, moves, answers (three rows, more scroll), the town profile, goal and team, and the dock (two rows) keep their places.
  • On standing phones the co-op bar sits on the right under the money, so it covers neither the party nor the tip.

Version 0.17.40 ·

  • Progress windows keep their size: expeditions and ranks, the abyss map with its side panel and the set-out question, the collection, the season with rifts, track, history and the endless shaft, the outer areas and the Echo banners (rates, pity, calls, details, history, target and choice) no longer grow or shrink with long names, texts or more entries; longer texts end with an ellipsis, long lists scroll inside their own box.
  • The banner details turn pages instead of growing.

Version 0.17.39 ·

  • Dungeon windows keep their size: the expedition result (team, numbers, rewards and the buttons in fixed places), the level-up window, the rescue window, the L/R quick menus, the pause menu, the moves window and the answer boxes no longer grow or shrink with long names, texts or more entries; longer texts end with an ellipsis or scroll inside their own box.
  • The rescue window's list turns pages instead of growing.

Version 0.17.38 ·

  • Town menu, bag, map and journal keep their size: the small buttons of the town menu stay in two rows of one height, the money pills and the level bar no longer move, the bag's window and its slot box stay put on phones, map labels have one width, the journal's tabs, streak line, chips and buttons keep their sizes and long objective lists scroll inside their own box.
  • Classic look: the task list turns pages on phones held upright instead of hiding its rows; tabs of the task, collection and area windows share their bar equally.

Version 0.17.36 ·

  • The team window in dungeons looks like the one in Echohaven now: one row per Pokémon, and the highlighted one's HP, EXP, belly, moves, special skill slots, held item, tactic and conditions beside it. A still opens its menu (tactic, moves, item).
  • Thor lower screen: the Team tab shows the same rows; tap one to see its details. In Echohaven a waiting special skill choice shows up there too; one tap opens your team on the upper screen.
  • Special skills in dungeons show as Echohaven showed them last on this device.

Version 0.17.35 ·

  • Earned special skills: the choice showed no list and could not be used. It now shows the three skills as cards; pick one, then who learns it (your team first, then the reserve), and confirm. It goes straight into the first free slot; with every slot taken it is learned and Spinda can swap it in. B goes back a step, and on the cards closes the choice, which stays waiting.
  • The team window is clearer: one row per Pokémon, and the highlighted one's moves, special skill slots and held item beside it. A waiting choice is the first row. The town hint no longer names a button (R did not open the team).
  • The same hidden list also hit the expedition preparation (and the expedition list on standing phones): its entries show again.

Version 0.17.34 ·

  • Walking with a slow connection: when the next step had already gone out while the one before was still on its way, your Pokémon could jump back up to three tiles and walk the way again. It now keeps walking.

Version 0.17.33 ·

  • Partners fight with you: on Stick Together a partner strikes a foe right next to it at once instead of walking to you first, and goes for foes up to 2 tiles from you on its own (it stays at most 3 tiles away from you). It knows the foes your team sees: one you see counts even if the partner cannot see it itself, one hidden in the fog of war does not. It picks its blow like full auto: a blow that surely knocks the foe out first, then the foe that attacks you, and it saves PP for strong foes. Sleeping and waiting foes are still left alone, unless they attack your team.
  • Nearly beaten, a partner pulls back behind you when you have more HP and it cannot knock the foe out, and it heals itself from the bag. As in Rescue Team DX it asks first: "Poochyena would like to eat the Oran Berry. Is that OK?" (Yes / No, B answers No in every yes/no question of the dungeon). Options: "Partners use items" (Ask, Without asking, Never) and the same for full auto (by default without asking). In group expeditions partners never take items from the shared bag.
  • The old behaviour stays as the tactic Follow Only. Partners on Stick Together take the new behaviour at the start of their next dungeon.

Version 0.17.32 ·

  • Dungeons: no more banner over the log while auto mode or full auto runs. They still stop with R + A / R + B, their button or any key or step of your own; a short note still says why they stopped.

Version 0.17.31 ·

  • Items: the Rainbow Gummi, the DX Gummi, the Tiny Apple and the Empowerment Seed show their icons in the bag and everywhere else instead of a small dot, as do the Pecha, Chesto and Rawst Berries, the Full Restore and the other items that had none. The Rainbow Gummi is now rainbow-coloured and the Empowerment Seed royal blue, so they no longer look like the Magenta Gummi and the Joy Seed.
  • Dungeons: on a floor with an accepted Noctowl mission the stairs show again (in 2.5D they were invisible).

Version 0.17.30 ·

  • Dungeon menu: one tidy grid of equal buttons. Icon and name sit in the middle of each button on one line, the bag shows its count and the controller shows its button combinations in the same small chip, giving up is red, and what you can do right here (pick up, team mode) is gold on top. The whole menu fits without a scrollbar, the team at the top is always fully visible.
  • The minimap is now a setting under Options · Display (Backspace and the icon bar still switch it) and stays as you left it; the controls are under Options · Controls.

Version 0.17.29 ·

  • Strict fog of war: foes you cannot see are hidden from you completely. The game now sends a foe only while your team sees its tile – the room you stand in, or the few tiles around you in a corridor – and no longer the foes in the next room behind the wall. The same goes for their attacks, effects, damage numbers, sounds and battle log lines. If an unseen foe hits your team, you see the hit and the damage on your own Pokémon and read "Something attacks!". Auto mode (all goals, Fast too) and your partners only react to foes your team sees. Runs started before this update keep the old rule for auto mode and partners until they end. Stairs stay visible as before.

Version 0.17.24 ·

  • Lists and menus: the page bar (‹ 1/3 ›) only shows when there is a second page. Small questions such as Yes/No or Continue/Not yet have exactly their answers and no empty bar under them; lists that can grow keep their size and show the bar from two pages on.
  • Friends on phones held upright: at least three friends per page in a list of a fixed size, the actions below it.

Version 0.17.23 ·

  • Kecleon's market works with every button: one column of goods, ◀ ▶ set the amount, A adds one, START buys or sells, L/R turn between Buy, Sell, Offers, My offers and Offer something, B steps back (first it empties the cart) and X closes. One clearly marked cursor, pages instead of scrolling, and the hints name the buttons of your controller (Nintendo, Xbox or PlayStation).
  • New: Sell all (Y in Sell). A check list shows what goes and what stays: protected and held items never go, ★ kinds, unopened boxes and rare items (Gummis, vitamins, TMs, evolution items, machines, held items in the bag) stay unless you switch them on. Hold START (or the button) for a second to sell; the sale is one request that goes through whole or not at all.
  • Mark an item kind ★ keep with SELECT: Kecleon will not buy it and you cannot offer it until you remove the mark, on every device.
  • Player market prices are chosen digit by digit (◀ ▶ digit, ▲ ▼ value, Y suggests Kecleon's price).

Version 0.17.18 ·

  • Dungeons: running (hold B) is smooth again. The leader no longer jumps a tile at a time and no longer slides back at the end of each run.
  • Your leader no longer slides back when a step could not be sent yet, and when a status move paralyses it during a walk, the steps already shown go back as a knockback.

Version 0.17.17 ·

  • Halloween is over: from November 2 (midnight, German time) Echohaven looks as usual again, and Wisplight Graveyard leaves the band I Abyss map. Everything you found there stays yours, and a run that is already under way ends normally. The graveyard itself stays: from the same midnight it is a regular dungeon of band IV (level 44, 16 floors).
  • Christmas in Echohaven from November 28 to January 6 (German time): snow falling and lying on the ground, paths and roofs, a cool winter light with warm windows and lamps, a big decorated tree with twinkling lights on the square, light strings between the lamps and along the houses, presents, snowmen, lanterns and candles, the calm Snow Camp tune in town and a cooler light in the dungeons. Everything else plays as before, and the theme ends by itself.
  • Season themes now begin and end at midnight in Germany (before: an hour later, at midnight UTC), and the town changes its look the moment a theme begins or ends, without leaving it first.

Version 0.17.15 ·

  • Dungeons you have cleared now match your team: from the next run on, the foes come at your team's level (its average, at most the dungeon's level sync), the first floors a little below it, the boss as far above or below as before. Foes never get weaker than on your first run, and they give EXP again up to 3 levels above your team (at most up to the level sync). The preparation shows the levels and has a switch to keep the foes as on your first run. In a group, foes adapt only when everyone has cleared the dungeon; Abyss ranks add their levels on top. Raids, the Endless Abyss and rescues stay as they are.
  • Abyss ranks: foes that appear during a run (in boss rooms, Kecleon's guards) now get the rank's levels too. Before, they had their normal levels and could suddenly be stronger and fully healed after the run was loaded again.

Version 0.17.10 ·

  • Bag: the window keeps its size and place whatever item you choose. The description has a fixed box (longer texts scroll inside it) and the buttons keep the room of four, so the grid and the window no longer jump between items with short and long texts or three and four actions. The bag on the Thor's lower screen keeps its button places too.

Version 0.17.8 ·

  • Dungeons: team members and foes no longer slide back to the tile they came from when the server answers. Walks you already saw stay as they were shown, also when the game handles something else first, and members far away walk from tile to tile instead of jumping.

Version 0.17.7 ·

  • Auto mode and full auto with the goal Fast take Poké along: money they have seen on the way to the stairs is picked up when it costs at most 6 extra steps (also with a full bag, never across a seen trap); while the stairs are not found yet, money up to 8 steps away. Other items are still left for the goals Explore and Items, which pick up everything as before.

Version 0.17.6 ·

  • Town menu on the AYN Thor and small landscape screens: the picture cards no longer overlap and show their subtitles whole, and the small buttons no longer break words in the middle. The round touch-controls button in the corner now only floats over the menu instead of taking room from it, and the dungeon menu fits without a scrollbar there. While a menu is open, the on-screen controls lying over the picture are hidden, so they no longer cover its cards.

Version 0.17.5 ·

  • Options, Friends & group, Mail and the account windows keep their size: settings, friends, requests, blocked names and parcels are shown on pages of a fixed size (the page bar under them). Move past the last row with ↓ to turn the page, or use the bar's arrows or a swipe; in Mail L/R turn pages too.
  • Long texts (privacy policy, terms of use, your data, credits and the controls list) are read page by page in a window of one size, without cut lines.
  • Tabs share their bar equally, long names end with …; buttons, notes and key hints no longer grow with their text. On phones held upright the Options tabs sit above the settings.

Version 0.17.4 ·

  • Controllers: the buttons do what their label says again. Since 0.16.29 the AYN Thor (and other controllers set to the Nintendo type) had A and B, X and Y swapped. The controller type in Options now only changes the button names and the places of the quick menu cards, never which button does what.

Version 0.17.3 ·

  • Dungeons: while you explore a floor, the game loads the next floor's scenery in the background (and a hidden path's once its secret stairs are in sight), so floor and walls show at once on arrival, also on handhelds.

Version 0.17.2 ·

  • Dungeons (2.5D view): a floor with another tileset than the floor before (a hidden path, the next floor of a dungeon that changes its scenery) no longer stays black when its graphics arrive a moment after the floor. Floor and walls show as soon as they are loaded.
  • After an update, browsers load the new dungeon graphics at once instead of keeping an older copy for up to a day.

Version 0.17.1 ·

  • Windows keep their size: menus, lists, dialogues and panels no longer grow or shrink with longer texts or more entries. Every window has one fixed size per screen; what does not fit goes onto pages.
  • Lists show a page bar under them (for example 2/3, dimmed when there is only one page). Turn pages with L/R on a controller, Q/E or Page Up/Down on a keyboard, or the arrows of the bar and a swipe on touch screens; in windows with tabs, L/R keep switching tabs and ←/→ turn the page.
  • Long texts in dialogues and story scenes are split into pages of three lines like in the original games: ▼ shows that more follows, confirm turns the page. Long names in lists end with …
  • Phones held upright: windows no longer open taller than the game screen.

Version 0.17.0 ·

  • Echo calls as a film in 3D: Xatu calls at the rim of the Abyss, the hole far below gathers and spits out every echo at once, and the crystals land in a half circle on the stone circle. The hole's colour and the rune stones that light up hint at the best answer (never more than it is).
  • A call of ten no longer opens every crystal one by one: Common to Rare echoes break open together in a wave, and only Epic and better echoes and shiny ones get a reveal of their own, the best last. A call of ten without an Epic now takes about 8 seconds instead of about a minute.
  • The echoes appear with their large animated sprites and hop in; Skip still jumps to the cards at any time.
  • New option: Short echo calls (Options · General) starts the film right at the Abyss.
  • AYN Thor: during an echo call the lower screen lists the echoes already revealed and has a big Skip / Continue button.
  • Echo calls have their own epic music and sound effects: the call, the gathering Abyss that climbs with the best echo, the burst, every crystal, a fanfare for each rarity and a cadence for the result. Shiny echoes appear in their shiny animation.
  • New options: separate Music and Effects volume (Options · General).

Version 0.16.32 ·

  • Touch controls: a tap on the screen no longer turns them on, and switching them never makes the game smaller. One small round button in the bottom-right corner switches them on and off; they now lie over the picture instead of taking room beside it. Phones and tablets start with them on, the AYN Thor app and desktops with them off; each device keeps its choice. On the Thor a tap on the screen changes nothing, its buttons work as before. The hotbar stays visible with touch controls on.

Version 0.16.31 ·

  • Dungeons: your leader no longer jumps back a step. When a foe came into view while you walked, the steps you had already seen were taken back and walked again; now they count, and the foe takes its turns for them. A step onto a team member trades places at once instead of waiting, the walk ahead stops on stairs you can see, and a hidden trap shows as a knockback instead of walking backwards. With a slow connection, steps with a foe in sight go out one after the other without stopping on every tile when nothing close could get in the way.

Version 0.16.29 ·

  • Controllers: buttons are now named and placed like on a Nintendo controller by default: A on the right confirms, B at the bottom goes back, X is on top, Y on the left (also on the AYN Thor). Xbox and PlayStation controllers are recognised and get their own labels (PlayStation: ✕ ○ □ △, L1/R1). If a controller is not recognised, choose its type under Options · Controls · Controller type. Hints, the help, the button mapping and the quick menus follow the controller in your hands.

Version 0.16.28 ·

  • Dungeons: your team now starts walking together with your leader instead of a moment later, and foes that chase you from afar start their steps at once too. The game plays the team's and the foes' own walking rules right away, while the server confirms the turn; where a turn could turn out differently (an attack, a random move), it waits for the server and the smooth catch-up of 0.16.26 takes over.

Version 0.16.27 ·

  • Quick menus on L and R: the cards no longer overlap. They keep fixed gaps, grow with their text, scale to the screen (AYN Thor, phones, desktop) and wrap long names instead of cutting them off; on phones held upright the menu sits above your leader.

Version 0.16.26 ·

  • Dungeons: team members and foes no longer jump. When the game's real move differs from the step shown ahead (a partner takes another tile, two partners swap places), they now walk over smoothly instead of popping onto the other tile.

Version 0.16.25 ·

  • Quick menus on L and R: hold L (keyboard A) and your four moves appear as large cards in the places of the face buttons, with type, PP and, as in Rescue Team DX, a mark for how well each move works on the foe ahead (super, weak or no effect). Hold R (keyboard D) and the auto modes appear the same way in amber, with the mode that runs now and two quick switches for the auto settings: R + X picks the goal (Explore, Items, Fast), R + Y whether auto mode takes the stairs. Works with controllers, the keyboard and the touch controls (the cards can be tapped too).
  • Auto mode waits for the picture: it no longer walks or fights while the screen is black after the stairs, while a dungeon loads or while a scene plays, and gives you a moment to find your team before it goes on (a little longer before a boss).
  • While auto mode runs, a quiet ring turns on the ground around your leader (green for auto mode, pink for full auto), and the auto note shows a turning auto icon.

Version 0.16.24 ·

  • Duskveil Forest: the forest pools are calmer. They stay a deep blue and only shimmer gently, instead of flickering into violet patches.

Version 0.16.23 ·

  • New dungeon in band V: Cloudrise Pass (Lv. 60, 14 floors). A summit path high above the clouds, with pale cliffs, sunlit sandstone ledges and chasms that drop down onto the sea of clouds, in a new tileset in the style of the original games. Swablu, Staravia, Skarmory, Tropius, Pidgeot, Hawlucha, Mandibuzz, Braviary, Staraptor, Aerodactyl and Noivern live there; at the end Salamence and Altaria wait. Band V now counts Cloudrise Pass too.

Version 0.16.22 ·

  • New dungeon in band IV: Silverfall Cavern (Lv. 39, 14 floors). A waterfall cave with clear pools in compact rooms: silver-grey boulders, cool stone ground with silver pebbles and bright blue water, with a new tileset in the style of the original games. Goldeen, Poliwhirl, Psyduck, Buizel, Golbat, Lombre, Basculin, Seaking, Golduck, Azumarill, Whiscash and Lanturn live there; at the end Gyarados and Floatzel wait. Band IV now counts Silverfall Cavern too.

Version 0.16.21 ·

  • New dungeon in band VI: Duskveil Forest (Lv. 88, 16 floors). A forest at night in violet and blue: indigo conifers, a calm plum-coloured forest floor and still dark pools, with a new tileset in the style of the original games. Liepard, Noctowl, Mightyena, Drifblim, Houndoom, Shiftry, Mismagius, Absol, Sableye, Umbreon, Bisharp and Spiritomb live there; at the end Zoroark and Honchkrow wait. Band VI now counts Duskveil Forest too.

Version 0.16.20 ·

  • New dungeon in band V: Quicksand Hollow (Lv. 54, 14 floors). A sand cave with layered sandstone walls and pools of quicksand between clear, compact rooms, in a new tileset in the style of the original games. Trapinch, Sandile, Hippopotas, Cacnea, Silicobra, Gligar, Sandygast, Vibrava, Krokorok, Cacturne, Sandslash, Claydol, Hippowdon and Gabite live there; at the end Flygon and Krookodile wait. Band V now counts Quicksand Hollow too.

Version 0.16.19 ·

  • New dungeon in band V: Magmaheart Cavern (Lv. 68, 16 floors). The molten heart of a volcano: clear rooms of cooled rock between walls of dark basalt, crossed by rivers of lava, with a new tileset in the style of the original games. Magcargo, Torkoal, Magmar, Golem, Heatmor, Houndoom, Salazzle, Rapidash, Gigalith, Turtonator, Centiskorch and Rhyperior live there; at the end Magmortar and Camerupt wait. Band V now counts Magmaheart Cavern too.

Version 0.16.18 ·

  • New dungeon in band IV: Rimefrost Woods (Lv. 40, 14 floors). A snow-covered conifer forest with icy ponds and clear, compact rooms, in a new tileset in the style of the original games. Snover, Swinub, Snorunt, Cubchoo, Snom, Sneasel, Vanillite, Stantler, Cryogonal, Noctowl, Piloswine, Ursaring, Beartic and Mamoswine live there; at the end Abomasnow and Weavile wait. Band IV now counts Rimefrost Woods too.

Version 0.16.17 ·

  • New dungeon in band VI: Primeval Hollow (Lv. 94, 18 floors). An ancient jungle of ferns over sandstone ledges with fossils in the rock and dark swamp pools, in a new tileset in the style of the original games. Omastar, Kabutops, Relicanth, Cradily, Tangrowth, Tropius, Yanmega, Armaldo, Aerodactyl, Rampardos, Bastiodon and Archeops live there; at the end Tyrantrum and Aurorus wait. Band VI now counts Primeval Hollow too.

Version 0.16.16 ·

  • New dungeon in band III: Glowshroom Grotto (Lv. 31, 14 floors). A dark cave full of glowing mushrooms in cyan and violet, with glowing pools from the 4th floor on, in a new tileset in the style of the original games. Paras, Shroomish, Foongus, Zubat, Morelull, Chinchou, Venonat, Gloom, Golbat, Tangela, Lanturn, Venomoth and Sableye live there; at the end Breloom and Parasect wait. Band III now counts Glowshroom Grotto too.

Version 0.16.15 ·

  • In auto mode and full auto the map now follows your team step by step: the minimap, the floor map in the menu and the map on the Thor's lower screen show the team, the explored ground, the stairs, foes and items exactly as far as the walk on screen has come, no longer where the walk will end.
  • Stopping auto mode (Stop, V or F, or a key of your own) now stops your team on the spot: the step it is taking ends on its tile, and the game goes on from there instead of walking on to where auto mode was headed.

Version 0.16.14 ·

  • New dungeon in band II: Bamboo Grove (Lv. 21, 12 floors). Clear rooms with ponds between walls of bamboo, its own bamboo grass with cherry blossom sprigs and a new tileset in the style of the original games. Pancham, Petilil, Hoppip, Sewaddle, Cherubi, Shroomish, Deerling, Mienfoo, Skiploom, Swadloon, Farfetch'd, Cherrim, Roselia and Scyther live there; at the end Pangoro and Lilligant wait. Band II now counts Bamboo Grove too.

Version 0.16.12 ·

  • The level-up screen now waits until the whole attack has played: the hit, the damage numbers, the foe fainting and the EXP number come first, then the level-up screen and its fanfare, at every battle speed and in 2D and 2.5D. While the attack plays and while the level-up screen is open, no input is taken (keys, touch controls, controller, buttons and auto mode), and nothing you press meanwhile is carried out afterwards.

Version 0.16.11 ·

  • Fixed: on Tempest Reef floor 16 and Castaway Cave floor 12 the stairs could be unreachable. The altar room on these floors had two side entrances that led into a small pocket cut off by water; a corridor that ended there could separate the stairs from the rest of the floor. The pockets are now joined to the room, so the way to the stairs is always open.

Version 0.16.10 ·

  • Wimpod now learns Bug Bite at level 1, a real attack from the start (before it only had Struggle Bug and Sand Attack until it evolves). New Wimpod starters and Wimpods from Xatu's echo call know it right away; a Wimpod you already have can learn it at Electivire's training in Echohaven (Relearn a move).

Version 0.16.9 ·

  • Smaller, clearer floors in the early bands, in the style of the classic Mystery Dungeon games. Band I dungeons now have about five to six rooms on a compact map (instead of nine to thirteen rooms spread over large maps), with plain rooms, short corridors and fewer lakes, so the way to the stairs is shorter and easier to see. Band II and III dungeons get somewhat smaller maps as well and grow step by step; from band IV on the dungeons keep their layouts. Enemies, items and traps are adjusted to the smaller floors, so a floor feels as busy as before, and the money on each floor stays the same. A run that is going on during the update keeps its old floors until it ends.

Version 0.16.8 ·

  • Dungeons: the camera is closer, like in PMD (at most 14 x 9 tiles), in 2D and 2.5D.
  • Fog of war like in PMD: the room you stand in is lit, in corridors you see two tiles around you, ground you have already seen stays dimmed, and the rest of the floor stays dark until you look into it. Enemies show only where your team can see, and the minimap shows only what you have explored.

Version 0.16.7 ·

  • Band I bosses are much easier: fewer helpers, lower levels, no healing. Every band I boss now fights alone or as a pair, a few levels below the dungeon's recommended level, and without healing moves, stacking power-ups or extra turns. Faultline Ridge's Lycanroc pack is now one Lycanroc, Mirage Thicket has two Ditto instead of four, and Wisplight Graveyard's Haunter has left. The floors before the boss still give full EXP up to the usual level.

Version 0.16.6 ·

  • Fixed: in the 2.5D dungeon view the stairs were invisible when they stood next to water or lava (about one floor in eleven), so the way out could only be found with the auto mode. They now always show, also while their picture is still loading and on dark floors.

Version 0.16.5 ·

  • Halloween event: Wisplight Graveyard opens on the band I Abyss map until November 2 (level 11, 12 floors, open to everyone). A haunted graveyard behind crumbling crypt walls, with pumpkins, jack-o'-lanterns, candles and little gravestones along the walls and a glowing wisp marsh. Pumpkaboo, Gastly, Litwick, Duskull, Shuppet, Misdreavus and more haunt it; at the end Gourgeist waits with Lampent and Haunter.
  • After Halloween the graveyard stays: from November 3 it is a regular dungeon of band IV (level 44, 16 floors) with stronger ghosts and Gourgeist, Chandelure and Gengar as its boss. The band I event does not count for the band; it comes back next Halloween.
  • Its tiles are the first ones made for EOTA itself instead of taken from PMD. In the 2.5D view a low green mist and rising will-o'-wisp motes hang over the graves.
  • Dungeons in the 2.5D view no longer show particles (rain, snow, sand, wind or the Halloween embers): they distracted. The weather still tints the picture, and Wisplight Graveyard keeps its will-o'-wisps. Echohaven and the outer areas are unchanged.
  • The stairs in the 2.5D dungeon view look like PMD again: the original stairs sprite flat in the floor, as in the 2D view, instead of a grey box with steps.

Version 0.16.4 ·

  • AYN Thor app 1.1: the lower screen now holds what the HUD showed, DS style. In dungeons it shows the floor map (tap a place and your team walks there, stopping when a foe comes into sight), your team, the latest messages, and tabs for moves, bag, team and messages; questions such as the stairs come as big buttons. In Echohaven it shows the town plan, your goal, your team and every menu. The upper screen is left to the game.
  • Typing no longer squeezes the game: in the Thor app you type on the lower screen; on phones the game keeps its size while the keyboard is open, and the text field stays above it.
  • Controllers that can rumble now rumble when your team is hit (Options · Button mapping · Rumble turns it off).

Version 0.16.3 ·

  • Halloween in Echohaven (until November 2): glowing pumpkins, drifting wisps, an orange and violet evening light, autumn colours on the strings and floating lanterns of the outer areas, a spooky town tune and embers in the dungeons. Everything else plays as before, and the theme ends by itself.

Version 0.16.2 ·

  • Technical improvements: the game server was cleaned up and runs leaner. Nothing changes in how the game plays.

Version 0.16.1 ·

  • After an action everything now plays one after the other: the attack and the foe's (or boss's) faint first, then the EXP number, then the level-up window (one Pokémon and level after the other, with new moves), and only then the Dungeon cleared screen. Before, the level-up window could open over the rising EXP number and the result came at once. This also applies to boss rooms, raids, rescue missions and group expeditions (every player sees their own animation to its end).
  • The floor's music plays on and the Mission Clear fanfare sounds when the result appears, not the moment the last blow lands.
  • New option: Battle speed (1×, 1.5×, 2×, 4×) under Options. Attacks, faints, numbers and the screens after them play faster; your own walking stays as it is. The game keeps the pace of each turn, so what you do next goes out when it would at 1×. In a group expedition everyone sees the speed of the player who holds the lead, shown in the group bar.

Version 0.16.0 ·

  • Group expeditions: the game no longer repeats your previous action. A key pressed while your attack was still playing used to fire again at the start of your next turn.
  • Echohaven marks your tracked goal: a gold "!" over the Pokémon you need to talk to (or the Abyss Gate for an expedition), an arrow at the edge of the screen while it is out of view, and a pin on the town minimap. It follows the next step of your assignment.
  • Group expeditions have a group chat in the dungeon: press T or the Chat button in the group bar, on any turn. The town chat's rules apply.
  • In a group expedition you can open the bag, team, moves, messages and menu at any time, also while you follow the leader or a friend has the turn. Actions that take a turn wait for yours, with a note.
  • Hand items to any Pokémon of your group: the bag is shared, so every player can give a berry, seed or drink to a friend's Pokémon, on their own turn or while the group explores.
  • Group battles now start when a foe is in the same room or hallway as your group, so you take control before your Pokémon starts firing moves on its own.
  • New per-player switch in the group bar: Follow leader (as before) or Manual, where you play your own Pokémon on every turn, also while exploring, and it never attacks on its own. Your choice is saved.
  • While you wait for your turn in a group expedition, plan with a direction, X or 1-4: your group sees your plan as a ghost (the tile, an arrow and your name). Z clears it.

Version 0.15.6 ·

  • Parcels from Echohaven can now also hold Echo Crystals. Unpack them under Post, and the crystals go straight into your stock.

Version 0.15.5 ·

  • The secret dungeons Tiny Tunnel and Geode Crevice, which set your team's moves for the expedition, now let you keep the moves learned there too: afterwards your own moves come back with the new ones in free slots. A new move that no longer fits can be learned at Electivire's Training Yard in Echohaven.

Version 0.15.4 ·

  • Moves your Pokémon learn in a dungeon now stay after the expedition, whether you win, lose or give up. Before, the team went back to the moves it had before setting out. Lost a move that way? Electivire's Training Yard in Echohaven teaches it again, once the Training Yard is built.

Version 0.15.3 ·

  • The website's title and description now say PMD, so the game is easier to find when you search for it.

Version 0.15.2 ·

  • If the browser blocks 3D graphics after a graphics crash, Echohaven's notice now says what helps: close the browser completely and start it again. The game checks again by itself instead of remembering a failed check until the page is reloaded, and a crash during play shows the notice (or the 2D view) instead of an empty picture.

Version 0.15.1 ·

  • Privacy policy: new item "Operations overview". The team now sees who is online with the approximate place (city and country, derived from the IP address), device and play times; the IP address itself is not stored, entries go after 30 days.

Version 0.15.0 ·

  • Raids: fight a strong boss together with up to eight teams. Each team plays its own fight, but the boss shares one life bar: hits from the other teams arrive from afar, and the boss changes its tactics at 75, 50 and 25 %.
  • Before the fight all teams meet in a waiting room built from the raid dungeon itself: walk around, chat, then step onto the sealed stairs to say you are ready.
  • Raids are extra content beside the story, open from the raid board (menu and expedition list): the Hive Queen raid around Lv. 15 and the Lycanroc raid, where stronger teams are brought down to Lv. 35.
  • Raids give plenty of experience and a raid chest with rare items, plus a bonus for your share of the damage; a defeat in a raid keeps your bag.

Version 0.14.2 ·

  • Kecleon's shops inside dungeons now pay the same as in Echohaven: a quarter of an item's value, unopened boxes 50 P (Deluxe and Glittery 100 P).
  • Items that no longer fit into the bag or storage after a reward are sold at the same rate.
  • The Sell tab in Echohaven could still show the old prices for some accounts; it now always shows what Kecleon really pays.

Version 0.14.1 ·

  • Training advice: when your team is too weak for the next story dungeon, the next goal names a side dungeon to train in first, and the expedition screens warn you before you set out (you can still go).
  • A gentler start: your first partner begins at Lv. 6, and until you first clear Bramble Woods your bag gets a Reviver Seed and two Apples on top.
  • Kecleon sells Oran Berries in packs of three, and from Kecleon's level 2 a Reviver Seed is always back on offer after an expedition.
  • Full auto plays smarter: it uses the regular attack on weak foes, keeps PP for strong ones and bosses, gives berries to weak partners, rests less and stops with a clear message when someone faints. After a run your chosen leader leads again.
  • Touch controls: tap the centre of the d-pad to wait a turn, the buttons show what they do, and every team member's HP is shown. The item menu under your feet can always be closed.
  • After a defeat one result screen takes you back to Echohaven; asking for rescue is a small option there. An SOS that nobody takes is withdrawn after 48 hours.
  • Meet other players: tap someone in town or an outer area for their card (add friend, invite to your group, whisper, block, report), or open "Nearby". Groups can list themselves as open for a dungeon, and others can ask to join.
  • The weekly rescue and co-op tasks can also be done alone: three of Noctowl's board jobs, or a delivery or donation to an outer area project.
  • Terms of use and an updated privacy policy (Cloudflare, e-mail, how long data is kept). We do not plan to reset progress.
  • Many small text fixes.

Version 0.14.0 ·

  • The story goes on: Act II "The Silence" and Act III "The Net of Names" are here. Every guardian from route 5 to route 13 has its scenes before the fight, after a win and after a defeat, and Echohaven reacts to each return home, up to the finale and the epilogue.
  • Some chapters take you out of town: one plays when you enter the Healing Forest, another at the great stump in the Mist Grove.
  • The journal tells what each route revealed, and Act I now leads straight into Act II.
  • Releasing a Pokémon from your team no longer pays Poké. You can now also release from the team window of the expedition preparation.

Version 0.13.4 ·

  • Echo calls in the menu: open Xatu's banners and call Echoes from anywhere in Echohaven and the outer areas, once Xatu's Resonance Lookout is built.
  • Echohaven: a staircase now leads from the Gate Terrace up to the path east of Noctowl's archive, and the way to Dusknoir's watch is open again (a gate in the fence).
  • The way to Xatu's lookout is wider and straight, without banners and rocks in the way.
  • The harbour has a real quay now: stone edging, wooden piles, ladders and bollards, plus two small beaches.

Version 0.13.3 ·

  • Story scenes: nobody pops up out of nowhere any more. Characters walk in from outside the picture to their place and walk out of it again when they leave; Dusknoir comes from his post at the west edge of town and glides back there.

Version 0.13.2 ·

  • Canyon Camp's terrace walls are sandstone cliffs like on the old map again: continuous rock layers, grass along the top edge, rounded bends at the corners and rocks at the foot.
  • No more bare edges at the area exits: around every outer area and at Echohaven's north and west exits the forest, cliffs and banks go on, and the roads lead visibly out of the map. The camera follows you up to the edge, so you are no longer pressed against the border of the screen when you arrive.
  • Quiet Clearing: the slight rise under the stone circle is gone, so you can walk freely in the middle.

Version 0.13.1 ·

  • Every daily bonus now brings an Echo Crystal, day 7 (14, 21 …) two and every 28th day ten. The welcome week still gives two on each bonus.
  • Fires and the Healing Forest's waterfall are redrawn: campfires, the Canyon Camp bonfire, the beacon's fire basket and Chansey's kettle burn with animated pixel flames, sparks and a flickering glow; the waterfall falls in moving pixel streaks with foam at the bottom, in 2.5D and 2D.
  • Calmer camera in the Mist Grove and the Healing Forest: it follows you without swinging, keeps you well on screen and shows the great stump and the root tree as you walk up to them.
  • Echohaven: the two lamps on the guild stairs now stand beside the path, and Combee's honey house no longer blocks the path. A few other objects on paths in Echohaven and Canyon Camp moved to the side.

Version 0.13.0 ·

  • All five outer areas are rebuilt in 2.5D: Quiet Clearing, Canyon Camp, Healing Forest, Lily Pond and Mist Grove. Each keeps the colours and landmarks of its old map, now with a painted ground and 3D buildings.
  • Every project stage is visible: stage 0 shows the area abandoned, then it is tidied and planted, Kecleon's cart arrives, the beacon rises, an outpost is built, and stage 5 brings the area's festival.
  • Halfway through a stage the next building already stands as a scaffold, and when a stage is reached while you are there, the new parts grow out of the ground.
  • Helpers, scouts and festival visitors appear with the stages. Each area changes its mood too: the Mist Grove's fog thins, the Lily Pond clears, the Healing Forest's spring flows again.
  • Quiet Clearing: Smeargle paints the clearing more colourful with every stage, up to the Blossom Festival. Canyon Camp: the river runs through the camp again, with a bridge and a big bonfire night. Lily Pond: walk over giant lily pads; at the Lantern Float dozens of lanterns drift over the water. Mist Grove: the great misty stump watches over the moonstone ring.
  • The next area loads while you walk toward its exit, so changing areas is quick.

Version 0.12.1 ·

  • Daily bonus and streak: Echo Crystals now come with the streak. Day 7 (and 14, 21 …) brings one Echo Crystal, every 28th day ten. Days 1 to 6 give Poké and items as before, but no crystals.
  • Welcome week: new explorers get 2 Echo Crystals on each of their first 7 daily bonuses, and so does everyone who comes back after 90 days without a bonus. The journal shows the crystals and how many welcome bonuses are left.
  • Kecleon pays less: selling brings a quarter of an item's value (rounded up). An unopened box brings 50 P, a Deluxe Box or Glittery Box 100 P.
  • Pokémon in town and in the outer areas now have their own size, after their official Pokédex height (gently scaled): a Wimpod stands small next to Kecleon. Dungeons, portraits and menus stay as they were.
  • Echohaven is always shown in 2.5D. Options · Display · Dungeon view (Automatic, 2D, 2.5D) now only chooses how dungeons look. Without WebGL the game tells you instead of showing a flat town.
  • Entering Echohaven is much faster, also coming back from an expedition: the town loads in parallel, prepares itself while the ground loads and keeps its pieces for the next visit. Phones and tablets draw the 2.5D views with at most 1.5 device pixels per screen pixel.
  • Add ?perf to the address (pmd-eota.com/?perf) to see the load steps and frame times; tap the box to fold it.

Version 0.12.0 ·

  • Echohaven is rebuilt: a harbour town on the edge of the Abyss. The stone circle with the old bell-tower ruin is its heart, around it the Guild Hill, Market Row, Craft & Care Lane, the Grove with its lighthouse, the harbour by the sea and the Gate Terrace above the Abyss. Every resident and service is still there, at a new spot.
  • The town is drawn in 2.5D: 3D buildings on a painted ground, sea and waterfall, and a camera that tilts gently as you walk through the districts.
  • Day and night follow your own clock: warm evening light and lit lanterns from the late afternoon, a calm night after nine (on high graphics).
  • A minimap in the corner shows you, your group, the services, the gate and your next goal; the Map window and the journal's "Show on map" use the new town plan.
  • Options · View: Automatic, 2D or 2.5D. Automatic shows the town and the dungeons in 2.5D on devices that run it well; 2D shows the same new town flat.
  • Back from an expedition you arrive at the top of the gate stairs. If you were in town before the update, you start once at the stone circle.

Version 0.11.3 ·

  • Timburr finishes every construction the moment you order it – no more waiting for the next expedition. Orders from before are finished the next time you are in town.
  • Everyone now sees the same Echohaven: all residents are in town from the start, and one whose building you have not built yet tells you what is needed.

Version 0.11.2 ·

  • Portraits in the new windows (town menu, residents' windows, Journal, expedition result, friends) sit centred in their round frames again.

Version 0.11.1 ·

  • The expedition result has a new "Set out again" button: back in Echohaven, the Abyss map opens on the same dungeon, so you can heal and pack first and then set out with one key.
  • The construction window shows its own illustrated picture for every facility instead of a cut-out of the town map, so each one is easy to tell apart.

Version 0.11.0 ·

  • The town menu fits on one page: eight picture cards always in the same place with live status lines, your Poké and Echo Crystals at the top, and locked places show why.
  • New Journal: assignments, daily and weekly tasks and titles in one window, with "Show on map" and a pin that makes an assignment your tracked goal.
  • The dungeon menu is a clear side panel (a bottom sheet on phones) with your team's HP and belly, big icon tiles with their keys and a floor map.
  • The bag shows your items as a grid with filters and the actions right beside each item, in dungeons and in Echohaven.
  • After every expedition a result panel shows floors, experience, Poké and turns, lost and kept items or your rewards, and one big way home.
  • The Abyss map's side panel shows everything about a dungeon, including today's rift, and X sets out right away; it only asks when a run has special rules.
  • Kecleon's shop is one window with Buy, Sell and the player market as tabs, item cards with quantities and a cart with the total.
  • Timburr shows every facility as a card with its building; the bank, storage and the other residents got a clear header with your wallet and big buttons.
  • Options in tabs with real switches and sliders; Friends & group opens on your friend list with portraits; Mail shows your parcels first; Change name is now in the account; the town icon bar names the icon you point at.
  • Phones: every window fills the screen with larger text and touch-sized rows, the title is shown full-screen, and the starter choice no longer hides behind its message box.

Version 0.10.7 ·

  • New town menu: your portrait and level at the top, every place as a picture card, two pages and quick buttons for channel, friends, options and game info.
  • The expedition menu opens as the Abyss map; one button (L) switches to the list, and the game remembers your choice.
  • During a story scene in town the other explorers step aside.

Version 0.10.6 ·

  • Much shorter waits when many players are online: saving and the dungeon engines no longer hold each other up, and the server takes up to 1 200 players at once.
  • A rescue mission whose start was interrupted (for example by a server restart) now goes on instead of failing.

Version 0.10.5 ·

  • The game server works faster and frees memory sooner when players leave.

Version 0.10.4 ·

  • The server now holds up to 1 000 players at once (750 before), and the game server needs much less memory per player.
  • Guest saves that were never linked to an account are removed after 30 days without play (see Privacy).
  • 2.5D dungeon view: the camera looks down more steeply, and stairs show only their own stone, no longer the floor's ground; stairs up are a low stone block with their steps on top.

Version 0.10.3 ·

  • Faster returns to town after an expedition and a faster start for new players: the game server does much less work there.

Version 0.10.2 ·

  • Logging in and signing up keep working when very many players arrive at the same time (before, a rush could refuse every login for a quarter of an hour).

Version 0.10.1 ·

  • Apricorns no longer appear in the dungeons (and the Lily Pond merchant no longer sells them): new team members come through the Echoes at Xatu.
  • Friend areas ask for other items instead of apricorns: the Quiet Clearing for Sticks, the Canyon Camp for Blast Seeds, the Healing Forest for Mental Herbs, the Lily Pond for Rowap and Jaboca Berries and the Mist Grove for Vile Seeds - all found in the dungeons of their band.

Version 0.10.0 ·

  • A new story begins: "The Book of Names". Act I tells of the explorers Celebi called with an old bell, of the Book that brings you back from the Abyss, and of the guardians at the end of the first four paths.
  • Story scenes play before and after the guardian fights, when you fall at a guardian and when you come back to town; every guardian leaves a splinter, a memory picture.
  • Echohaven's residents now talk about the story as it goes on. The old story of the harbour town is gone; quests, rewards and services stay the same.
  • German route names are the game's own names again (Brombeerwald, Reliktenturm …), and the pilot rank is now the guard rank.
  • For the start of the story all accounts were reset.

Version 0.9.0 ·

  • A new game engine runs the dungeons and the town: the game plays exactly as before, and replies come faster when many players are online.
  • If your whole team faints at the end of a round (from a sandstorm, hail, a burn or similar), the run now ends as a normal defeat instead of getting stuck.

Version 0.8.27 ·

  • Castaway Cave, Tempest Reef, Sleeping Caldera and Secret Garden: the last floor before the boss now has stairs down, so their bosses can finally be reached and fought.
  • Leaving early no longer counts as a clear: the stairs back up on the first floor of Castaway Cave, Tempest Reef, Sleeping Caldera and Ironvein Cavern and the exit stairs of Secret Garden and Ashen Wastes still bring your team home with everything it carries, but without the clear, the next dungeon's unlock or a first-clear reward. These dungeons are cleared by beating their boss (in Secret Garden that also opens the next dungeon).
  • Snowbound Path: watching the chapter after the first boss victory no longer leaves your team stuck on the boss floor.
  • The arrival in Echohaven now plays in the new scene player, the groundwork for the coming story scenes.

Version 0.8.26 ·

  • 2.5D: on dark floors a warm, flickering torch light goes with your team; rain, snow, hail, sandstorms, fog and wind can be seen; attacks and damage numbers are hidden behind walls in front of them.
  • Options · Graphics (2.5D): Automatic, High or Low. Automatic starts weaker devices on Low and switches down by itself when the game runs slowly.
  • 2.5D: stairs are real steps leading down into the floor (or up), traps and special tiles are raised plates, and items, Poké and chests stand upright, floating a little above their shadow.

Version 0.8.25 ·

  • Auto mode: the minimap, the uncovered ground and the items on it now follow the walk step by step, as when you walk yourself, instead of jumping ahead to where auto mode will stop.

Version 0.8.24 ·

  • Phones and tablets: the icon bar at the top is gone, it was too small to tap. Everything is in the menu (menu button, X by default), now also Mail, Friends & group and, in dungeons, Auto mode and Full auto; news shows there as a badge.

Version 0.8.23 ·

  • A modern interface: light glass panels instead of the heavy frames, a compact player frame, the next goal as a quest tracker, place and currencies as slim pills and one slim icon bar. Conversations keep their PMD look. Options → Interface switches back to the classic look.

Version 0.8.22 ·

  • 2.5D dungeon view: water and lava now follow their drawn shores instead of sinking as square boxes, with ripples, sparkles, foam at the shore and light on the ground below. Walls cast soft shadows, and the picture gets a gentle depth blur at the top and bottom.

Version 0.8.21 ·

  • New: dungeons in 2.5D (test). Options · Dungeon view switches between the flat 2D map and a 3D look with raised walls, rough cliffs and boulders in caves and mountains, seen from above like in Rescue Team DX. The game itself stays the same; 2D remains the default.

Version 0.8.20 ·

  • The title screen says that EOTA Online is in beta and where to report bugs.
  • Safer accounts: changing or resetting your password logs out every other device, and the account menu has "Log out on all devices".
  • More stable with many players: the server notices a stuck part and restarts it, and a slow connection can no longer slow down the town for others.
  • The game loads faster (a third less to download before the title screen), and the graphics credits are a readable page now.

Version 0.8.19 ·

  • Faster battles: the pauses after hits, moves and poison or burn damage are half as long (PMDO's "fast" battle speed). Damage, chances and results stay the same.

Version 0.8.18 ·

  • Ghost Pokémon can walk into walls: the game now asks first. Under Options → Walls (Ghost Pokémon) you can let your leader walk in without asking, or never walk into walls.

Version 0.8.17 ·

  • Walking while poisoned or burned no longer stops after every step: the walk goes on until someone is down to a quarter of their HP, a foe appears or someone is really hit.

Version 0.8.16 ·

  • Fixed: in dungeons, partners and foes lagged behind for players who do not play in English (every step waited up to two seconds for the server). Saving is faster too.

Version 0.8.15 ·

  • Other explorers in Echohaven move in real time: they no longer trail a second behind or keep walking after they stopped.
  • First-time tips in dungeons now appear small in the left column under your team instead of over the middle of the map, and close sooner.

Version 0.8.14 ·

  • An easier start (being tested): until your first clear of Bramble Woods, a defeat or giving up costs no items.
  • Kecleon now always has a Leppa Berry on offer after an expedition, next to the Oran Berry, and refreshing the stock gets more expensive more slowly (+50 P instead of +100 P each time).
  • The first two assignments now give a reward: Three Voices on the Quay two Oran Berries, The Silent Bell 300 P. If you already finished them, the reward arrives on your next visit to Echohaven.

Version 0.8.13 ·

  • Loading tips name the buttons of what you play with: keys on a keyboard, the touch buttons on a phone, the controller's buttons on a controller.
  • After the story, the next goal keeps pointing somewhere: side dungeons still to clear, season rewards to claim, today's Echo rifts, the Endless Abyss and rebirth at Lv. 100.
  • Fixed: Dusknoir now says Bramble Woods has nine floors (it said eight).

Version 0.8.12 ·

  • Block and report players: blocked players' chat disappears for you and they cannot send you requests; reports go to the team with what the player wrote lately. Offensive words in chat show as stars, and account names cannot pose as the team.
  • Privacy: a privacy page with the chat rules, a contact form to reach the team, and under Options → Your data you can download everything the game keeps about you or delete your account and data.
  • Fewer dead ends: if something goes wrong while drawing the game you see a screen with Reload instead of an empty page, errors are explained instead of showing technical messages, and the town's chat and other players come back by themselves after a connection problem.

Version 0.8.11 ·

  • Dungeons stay smooth when many explorers play: if the expedition engines get slow, new expeditions wait a moment in line while everyone inside plays on.
  • Other explorers in Echohaven walk the way they really took, around corners, instead of sliding.
  • Fixed: tapping quickly through or skipping an Echo call no longer shows an error, and skipping is faster.
  • Fixed: when all expedition slots were taken, players with English settings saw an error instead of the queue.

Version 0.8.10 ·

  • The game server now works on several processor cores at once, so far more explorers can play at the same time (up to 600 before the waiting queue starts).

Version 0.8.9 ·

  • When the server is full, newcomers wait in line on a waiting screen that shows their place; the game starts by itself as soon as a place is free. Players already playing keep their place.
  • Echohaven sends only what changed about the other explorers, so the town stays smooth with many players around.

Version 0.8.8 ·

  • The server holds many more explorers at once and answers faster under load: maps travel only when they changed, saving and answer encoding run beside the game instead of in its way.
  • Fixed: after a break in a dungeon, your next action could fail once with an engine error.

Version 0.8.7 ·

  • More explorers can be in dungeons at the same time: each engine now holds many players at once, so nobody waits for a free expedition slot or for an engine to switch.
  • Fixed: dungeon names are shown in your language even right after a player with another language used the same engine.

Version 0.8.6 ·

  • Fixed: auto mode keeps its plan when the server switches your expedition to another engine, and after a return to town Kecleon no longer offers an Oran Berry again that you had already bought.

Version 0.8.5 ·

  • More explorers can be in dungeons at the same time: when every expedition slot is taken, a player who is not fighting lends theirs after a short pause and gets one back on the next step. A new expedition waits a moment for a free slot before it joins the queue.

Version 0.8.4 ·

  • Fixed: a poisoned or burned team member no longer stops auto mode on every step. Auto mode now only counts a foe that actually attacks.
  • The starter choice says up front that the first expedition needs no account and what Echohaven offers; after a guest's defeat the window says plainly what an account changes right there.
  • Xatu's window opens on the First Call while it is open, the next goal suggests buying an Expansion Token once your wallet holds its price, and Kecleon points to the player market.
  • One name for Bidoof's Recovery Camp everywhere, and Timburr's list explains what each of its levels keeps after a defeat.
  • Fixed: the X that closed the last dialogue no longer ends up in the team name, a clicked toolbar button no longer keeps the keys, and item descriptions in the bag follow your language.

Version 0.8.3 ·

  • Echohaven shows your next goal: the HUD names the conversation, building or dungeon that comes next, and sends you to a fitting Band I side dungeon while Faultline Ridge is still far above your team. Xatu answers questions about Echohaven.
  • Tips the first time something happens: a far stronger foe (its level shows in red, Zz while asleep), the rising wind (the turns left stay in the HUD), poison, low PP – the normal attack costs none –, an empty belly, a foe that never moves, a Light Box, partners and their tactics.
  • Defeat is explained before and after: the preparation says how many bag slots Bidoof's burrow keeps, the result names what it kept and Celebi's one-time help, and the first defeat suggests what to bring next time.
  • Safer menus: a held or repeated confirm key no longer picks an entry, so the SOS window after a defeat waits for a deliberate choice and explains it. Kecleon asks before a new stock, keeps your place in the shop and explains it on request.
  • Clearer messages: refused actions say why, residents are named as you meet them in Echohaven (Timburr, Xatu, Noctowl), and closing the 'New in Echohaven' card accepts the building right away.
  • A strike aimed diagonally past a wall corner no longer wastes the turn and the PP. Auto mode no longer wakes sleeping giants or stops for Metapod and Kakuna, and when it stops it says what to do.

Version 0.8.2 ·

  • Fixed: players whose last action in Echohaven was before the update still saw Xatu's old menu. The first talk in Echohaven now brings the banners and pays out the welcome crystals right away.
  • Echo calls reveal like before again, with a new start: the abyss hole pulses and sheds a crystal shard that falls like a shooting star – on ten calls it splits mid-flight – and on impact the familiar crystal sequence opens every answer one by one. Skip jumps straight to the overview.

Version 0.8.1 ·

  • Your Echo Crystals now show in Echohaven under your Poké. The 10 welcome crystals reach every player, also those who haven't opened the rescue board yet.

Version 0.8.0 ·

  • Xatu's echo calls now have banners: two Echo Calls with a featured Epic Pokémon (half of all Epics are it, after a miss the next one is for sure) and three featured Rares, a Legendary Echo Call with two Mythics where you choose your target, Xatu's Resonance with an Epic of your choice every 300 calls, and the First Call – 20 calls at a discount with an Epic guaranteed within ten. Each banner has its own pity, details and history.
  • New currency: Echo Crystals. One call costs one crystal (or 1,000 P as before). You earn them from daily and weekly tasks, the season track, Echo rifts, Abyss ranks, Endless Abyss checkpoints, area projects, the pilot rank and rescue ranks. Everyone gets 10 crystals as a welcome gift.
  • Level-ups in dungeons are one window now: the animated Pokémon, its new level, the stat gains and – if it wants to learn a move – the choice which move to replace, all in one place.

Version 0.7.2 ·

  • The Abyss map fills the whole screen now: a slim panel on the right shows the chosen dungeon without covering the map, the dungeon slides into view on its own, and the full card opens with Details.
  • The Echo rifts & season window is rebuilt: three big rift cards with today's twists, rewards and fastest explorers, a depth gauge for the Endless Abyss, a reward track you can see at a glance and medals for past seasons.

Version 0.7.1 ·

  • Exclusive items have their own icons now instead of all looking like the same gift box: scarves, bows, claws, seals, cards and more, coloured by the type of their Pokémon – in the bag, on the market, on dungeon cards and in the collection book.

Version 0.7.0 ·

  • New expedition menu: every band has its own tab with a cleared counter, and every dungeon a card in the style of a domain entrance – a picture from its own tiles, its conditions (level sync, solo, today's Echo rift, weekly rank rules), possible rewards by rarity and the Pokémon you meet there. Today's Echo rift can be started right from its dungeon's card.
  • The Abyss map is now a real painted map: from Echohaven on the rim down through all six bands to the Endless Abyss. Every dungeon has a pin, the story route is marked, a legend filters by kind or shows only what you haven't cleared, and bands you haven't reached yet lie under fog.

Version 0.6.1 ·

  • Shiny Pokémon now show their own colours everywhere: in dungeons, in Echohaven, in the team menu and on portraits – also when they awaken.

Version 0.6.0 ·

  • 22 new dungeons built from PMD's own tilesets: four in every band from Seashell Grotto to Prism Mere, and two late-game dungeons in band VI, Starless Rift and Timeworn Spire. Each has its own monsters, music, weather and boss.
  • Abyss ranks: replay a cleared dungeon at rank 1 to 10, with foes 3 levels stronger per rank and three weekly rules (solo, duo, empty bag, no money or level 5). The first clear of each rank per week pays an exclusive item, and the weekly leaderboard crowns the Abyss Champion.
  • The Endless Abyss opens after Guildmaster Trail: no last floor, exit stairs and a ★★★ box every 10 floors, and later runs can start after any checkpoint you reached this season. The deepest explorers lead the season leaderboard.
  • Seasons and Echo rifts: each quarter is a season with a free 15-tier reward track and titles. Every day three Echo rifts open in known dungeons, with the same floors for everyone and daily twists like rain, darkness, solo or teeming foes. Whatever a rift's rules made you leave behind comes back afterwards.
  • Special skills: every Pokémon has up to three skill slots (from the start, Lv. 30 and Lv. 60 or awakening). New skills come from the first clear of each band's last story dungeon and from new rescue ranks; Mira swaps them for free.
  • Rebirth: Liora lets a Lv. 100 Pokémon start again at Lv. 5 and earn a star, up to five stars with an aura. Beyond master rank, the pilot rank keeps counting your rescues with Poké, token shards and titles. Recruits are now shiny once in 512, and shiny Pokémon can awaken in their own colours.
  • Area projects: the outer areas grow in five stages when everyone delivers items and donates Poké. Each stage changes the area's look, contributions earn Echo Marks for the area merchant and standing up to an area title, and from stage 4 the band's dungeons give 10 % more EXP. Every month a community endeavour brings rewards for all.
  • Fixed: full auto no longer loops when the leader is bound or a friendly Pokémon stands in the way, and it no longer stops before the stairs on wide-open floors.

Version 0.5.0 ·

  • Dungeons are grouped into six level bands instead of one long chain. The story dungeons still lead the way, but every band now has side dungeons you can pick freely — nine new ones from Tropical Path to Castaway Cave, some with PMD challenge rules like solo or duo. The six secret dungeons can now be played online too: buy their access in the expedition menu once their story dungeon is cleared.
  • Level sync: in every story and side dungeon your team is capped at the band's level (for example Lv. 25 in band II) and gets its real level back afterwards, with the experience it earned. So old dungeons stay worthwhile, and friends of different levels can explore together.
  • Exclusive items are the new loot: boxes on the dungeon floors hold PMD's exclusive items for the Pokémon that live there, rarer in higher bands, plus a guaranteed box before every boss. Klefki's appraisal opens them. The new collection book shows every exclusive item you have ever held.
  • The Abyss map in the menu shows all bands, what you have cleared and what is still hidden in fog. Every first clear of a side dungeon gives a token shard; three shards make an Expansion Token.
  • Fixed: Secret Garden and Guildmaster Trail wrongly capped your team at level 5 and cut your bag; Relic Tower and others carried wrong entry rules.

Version 0.4.1 ·

  • Xatu's echo calls have new odds: Common 61 %, Uncommon 33 %, Rare 5.1 %, Epic 0.6 %, Mythic 0.25 % and Primal Echo 0.05 % — and every rarity can answer from the start. Every 10th call at the latest is Rare or better; from the 74th call without an Epic its chance rises, and the 90th call is Epic for sure. Mythic and Primal Echo stay true rarities without a guarantee. Each week has a featured echo: half of all Epic answers are that Pokémon, and after a miss the next Epic is it for sure. Every call costs 1,000 P; you can call 1, 10, 25, 50 or 100 echoes at once (25 or more from Resonance Lookout level 3), and large batches show only their best answers one by one.
  • Before an expedition you can now prepare right in the expedition menu, like in Rescue Team DX: change your team, store or take out items, deposit or withdraw Poké, and see the floors, your bag and the rescue jobs waiting in that dungeon — without walking to Chatot, Nele or Silas.
  • While pictures load, portraits show a silhouette and item icons a placeholder instead of an empty frame. Portraits also load faster: they no longer wait for the Pokémon's animations.

Version 0.4.0 ·

  • Touch controls start larger and see-through (140 %, 40 % opacity), so they are easier to hit and the map shows through. Size, transparency and captions of the buttons, map zoom, touch controls and fullscreen now stay with each device instead of following the account to your other devices.

  • Pokémon that answer Xatu's call again now join as Pokémon of their own instead of paying part of the price back: two Pikachu with their own level, ability and moves, even in the same team. Chatot shows every species once with its portrait and how many you have – search by typing – and lists the individual Pokémon: take one along, make it the leader, mark it as a favorite or keep only it and release the others (500 P each; the team, your first partner and favorites stay).
  • Second screen, DS style: the map of the whole floor, your team and the messages on a second device – the lower screen of the AYN Thor, a phone or a tablet – with buttons for the menus and auto mode. In the game: Options · Second screen, then open pmd-eota.com/2 on the second device and enter the code.
  • Controller support throughout: the title screen, every window and the game work with d-pad, stick (eight directions) and buttons. As soon as you play with a controller, the touch controls step aside and the hints show the controller's buttons.
  • Auto mode on the controller: hold R and press A for auto mode or B for full auto; the same again switches it off (also on the touch controls). V and F on the keyboard now also switch auto mode off while it walks.
  • Handhelds with built-in controls like the AYN Thor: the game uses the whole screen with the large handheld interface, and Android's back button acts as “Back” instead of leaving the game.

  • Guide and dungeon list now show the values of EOTA 0.8.13, the version the game runs: Bramble Woods at level 6 with its boss at level 7 (that is also its level cap), the new floor counts of every dungeon, and the echo call's current pool with the Primal Echo rarity.
  • Auto mode leaves guards alone: Pokémon that only fight back when attacked (and shopkeepers) are walked around, never attacked. Secret, exit and back stairs are no goal any more, only the regular stairs onwards.

  • Settings follow your account: sound, map zoom, touch controls, counters, auto mode, button mapping and language are saved with your save and load on every device.
  • Auto mode goal (Options): Explore – the whole floor; Items – every item first; Fast – straight to the stairs. A separate option lets auto mode take the stairs too, in every goal (never into a boss room); otherwise it stops on the stairs and you decide.
  • Full auto without a move that hits (no PP left) now uses the regular attack next to a foe instead of walking back and forth.
  • Auto mode and full auto no longer lead ghost Pokémon through walls while they have a team. Alone they may take a shortcut through walls, but only to rooms at most two walls away.
  • Fixed: after a group expedition that ended on a friend's turn, actions in Echohaven (like calls at Xatu) could fail with an error.
  • Group expeditions: team mode begins only when a foe stands right next to the team, a foe attacks or the leader attacks, and it ends by itself once the fight is over.
  • You can leave a group expedition at any time. For you it counts as a defeat, the others play on. If the leader leaves or stays idle, someone else takes the lead.
  • The group leader can always end a group expedition for everyone, also while a friend leads. If nobody plays any more, the expedition ends by itself.
  • Actions the game cannot take right now show the reason (for example: it is not your turn) instead of a general error.
  • Dungeon rules now apply from the first floor: the level cap (Pokémon at or above it get 1 EXP per foe), your record of defeated Pokémon and job floors used to switch on only after a reconnect.
  • Profile picture: in the account menu you choose a portrait of one of your own Pokémon, with any of its expressions. The title screen and the town show your account name with it.
  • Full auto chooses its moves by type: the strongest move that hits, never one without effect, and ranged moves at range (Water Gun, Ember …).
  • Full auto keeps PP: among equally strong moves it uses the one with more PP, and it saves the last PP of a move for foes it is super effective against.
  • Auto mode can be switched on with foes in view (also right after the stairs) and no longer switches itself off without a reason.
  • The light follows your team exactly while it walks, and items vanish the moment you walk over them.
  • Defeat is calmer: the bars stay in place and the rescue window fades in ready-made.
  • The loading screen no longer hangs at 100 % when you come back from the main menu or set out as a group.
  • A team member who faints while others fight on disappears after its faint, as in PMD, instead of staying on the field blinking. The defeat scene only comes when the last one falls.

  • A new title logo that builds itself in pixel art, in time with the bell.
  • Group expeditions: the group leader chooses the play mode, companions can come along, and the lead can be handed over.
  • Auto mode explores until a fight; full auto also fights. A fight starts as soon as the team is attacked.
  • This guide: every dungeon and every Pokémon, in English and German.
  • Bramble Woods is gentler for new explorers: Oran Berries and an Apple for the way.

  • EOTA Online now lives at pmd-eota.com.
  • The echo call shows who answered: a short profile and how strong the Pokémon is.
  • Daily and weekly tasks with a daily streak, titles and EOTA's mission board.
  • English is the main language; German can be chosen in the options.