<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>ECHOBORN Devlog - itch.io</title><link>https://zortanis.itch.io/echoborn</link><description>A 2D action-roguelite where every fallen Echo rewrites the next timeline.</description><item><guid>https://zortanis.itch.io/echoborn/devlog/1648198/devlog-15-echoborn-028-the-prototype-look-is-gone</guid><title>Devlog 15 — ECHOBORN 0.28: The Prototype Look Is Gone</title><link>https://zortanis.itch.io/echoborn/devlog/1648198/devlog-15-echoborn-028-the-prototype-look-is-gone</link><pubDate>Tue, 01 Sep 2026 04:12:32 GMT</pubDate><category>devlog</category><description><![CDATA[<p>The prototype look is gone. ECHOBORN 0.28 replaces the final placeholder-style gameplay textures and brings the complete playable route into one visual language. The Echo Foundry, Biological Archive a...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1643082/devlog-14-new-predators-in-a-larger-timeline</guid><title>Devlog 14 — New Predators in a Larger Timeline</title><link>https://zortanis.itch.io/echoborn/devlog/1643082/devlog-14-new-predators-in-a-larger-timeline</link><pubDate>Fri, 28 Aug 2026 03:10:30 GMT</pubDate><category>devlog</category><description><![CDATA[<p>ECHOBORN 0.23 expands the handcrafted room library from 18 to 24 chambers without making runs longer. Each nine-room timeline now draws from eight Foundry, eight Archive and eight Ruins spaces, so the...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1638891/devlog-13-a-cleaner-death-a-stronger-rebirth</guid><title>Devlog 13 — A Cleaner Death, A Stronger Rebirth</title><link>https://zortanis.itch.io/echoborn/devlog/1638891/devlog-13-a-cleaner-death-a-stronger-rebirth</link><pubDate>Mon, 24 Aug 2026 01:59:49 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Death is the heart of ECHOBORN&#039;s legacy loop, so the end of a run should feel like a conclusion—not a pile of overlapping interfaces. Version 0.22 now presents the outcome in clear stages. First, th...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1638890/devlog-12-the-timeline-now-fights-back</guid><title>Devlog 12 — The Timeline Now Fights Back</title><link>https://zortanis.itch.io/echoborn/devlog/1638890/devlog-12-the-timeline-now-fights-back</link><pubDate>Mon, 24 Aug 2026 01:59:38 GMT</pubDate><category>devlog</category><description><![CDATA[<p>ECHOBORN 0.22 adds a decision that happens inside the run, where the danger is immediate. At two timeline fractures, the Echo now chooses between a Predator Gate and a Memory Gate. The Predator Gate g...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636782/devlog-11-echoborn-0200-controls-that-get-out-of-the-way</guid><title>Devlog 11 — ECHOBORN 0.20.0: Controls That Get Out of the Way</title><link>https://zortanis.itch.io/echoborn/devlog/1636782/devlog-11-echoborn-0200-controls-that-get-out-of-the-way</link><pubDate>Sat, 22 Aug 2026 02:18:16 GMT</pubDate><category>devlog</category><description><![CDATA[<p>ECHOBORN 0.20.0 is focused on one of the most important parts of any action-platformer: making the controls feel natural enough to disappear while you play. A clearer default layout The on-screen guid...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636742/devlog-10-echoborn-0180-play-the-browser-demo</guid><title>Devlog 10 — ECHOBORN 0.18.0: Play the Browser Demo</title><link>https://zortanis.itch.io/echoborn/devlog/1636742/devlog-10-echoborn-0180-play-the-browser-demo</link><pubDate>Sat, 22 Aug 2026 00:58:55 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODk5LmpwZw==/400x224%23c/0PcaUA.jpg"/><p>ECHOBORN has reached version 0.18.0, the Commercial Content &amp; Cohesion Beta. The current build combines the complete three-biome vertical slice with deeper long-term progression and a more distinctive...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636741/devlog-09-modular-timelines-18-handcrafted-rooms</guid><title>Devlog 09 — Modular Timelines: 18 Handcrafted Rooms</title><link>https://zortanis.itch.io/echoborn/devlog/1636741/devlog-09-modular-timelines-18-handcrafted-rooms</link><pubDate>Sat, 22 Aug 2026 00:58:17 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODkzLmpwZw==/400x224%23c/ygDt%2Bk.jpg"/><p>ECHOBORN no longer runs through one fixed corridor. The room library now contains 18 handcrafted chambers—six per biome—with dedicated traversal, combat and reward roles. Each run selects a delibe...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636738/devlog-08-danger-you-can-read</guid><title>Devlog 08 — Danger You Can Read</title><link>https://zortanis.itch.io/echoborn/devlog/1636738/devlog-08-danger-you-can-read</link><pubDate>Sat, 22 Aug 2026 00:57:50 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODg5LmpwZw==/400x224%23c/a%2FExAX.jpg"/><p>Fast combat only feels fair when danger can be understood. This milestone rebuilt enemy warnings around a controller-friendly reaction-time floor. Every primary attack now shows a directional telegrap...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636737/devlog-07-building-the-full-combat-roster</guid><title>Devlog 07 — Building the Full Combat Roster</title><link>https://zortanis.itch.io/echoborn/devlog/1636737/devlog-07-building-the-full-combat-roster</link><pubDate>Sat, 22 Aug 2026 00:57:23 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODc4LmpwZw==/400x224%23c/1DWlhr.jpg"/><p>The original Crawler grew into a roster designed around complementary roles. Spitters create ranged lanes. Hunters attack from the air. Bulwarks reward positioning by resisting frontal damage. Elite R...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636736/devlog-06-from-foundry-to-archive-to-ruins</guid><title>Devlog 06 — From Foundry to Archive to Ruins</title><link>https://zortanis.itch.io/echoborn/devlog/1636736/devlog-06-from-foundry-to-archive-to-ruins</link><pubDate>Sat, 22 Aug 2026 00:56:57 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODczLmpwZw==/400x224%23c/5iPdD1.jpg"/><p>A complete run now crosses three broken regions, each with its own color language, architecture, hazards, encounter preferences and music. The Echo Foundry is mechanical, hot and direct: pistons, cool...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636735/devlog-05-the-timeline-remembers</guid><title>Devlog 05 — The Timeline Remembers</title><link>https://zortanis.itch.io/echoborn/devlog/1636735/devlog-05-the-timeline-remembers</link><pubDate>Sat, 22 Aug 2026 00:56:31 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODYzLmpwZw==/400x224%23c/Q3Ukos.jpg"/><p>ECHOBORN&#039;s defining idea finally became playable: death is not a reset—it is worldbuilding. When a run ends, the game records that Echo&#039;s outcome and genome. Future timelines can physically inherit...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636734/devlog-04-enter-the-sector-warden</guid><title>Devlog 04 — Enter the Sector Warden</title><link>https://zortanis.itch.io/echoborn/devlog/1636734/devlog-04-enter-the-sector-warden</link><pubDate>Sat, 22 Aug 2026 00:56:06 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODU4LmpwZw==/400x224%23c/nagrsI.jpg"/><p>The Sector Warden was ECHOBORN&#039;s first real production test. A boss had to combine everything built so far: movement, readable danger, arena flow, combat feedback, music, health presentation and a mea...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636732/devlog-03-evolve-every-run-the-mutation-draft</guid><title>Devlog 03 — Evolve Every Run: The Mutation Draft</title><link>https://zortanis.itch.io/echoborn/devlog/1636732/devlog-03-evolve-every-run-the-mutation-draft</link><pubDate>Sat, 22 Aug 2026 00:55:38 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODQ2LmpwZw==/400x224%23c/mbGqij.jpg"/><p>The roguelite layer arrived with Mutation Resources: reusable upgrades that can change player statistics, combat behavior and movement. Defeating key encounters pauses the action and presents three ch...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636730/devlog-02-combat-gets-a-pulse</guid><title>Devlog 02 — Combat Gets a Pulse</title><link>https://zortanis.itch.io/echoborn/devlog/1636730/devlog-02-combat-gets-a-pulse</link><pubDate>Sat, 22 Aug 2026 00:54:59 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3ODM0LmpwZw==/400x224%23c/%2BZxLiA.jpg"/><p>Once movement felt reliable, ECHOBORN needed combat that used the same momentum. The first attack system grew into a buffered three-hit ground combo, an aerial sweep, a dash strike and a downward core...</p>]]></description></item><item><guid>https://zortanis.itch.io/echoborn/devlog/1636726/devlog-01-the-first-echo-building-the-movement-prototype</guid><title>Devlog 01 — The First Echo: Building the Movement Prototype</title><link>https://zortanis.itch.io/echoborn/devlog/1636726/devlog-01-the-first-echo-building-the-movement-prototype</link><pubDate>Sat, 22 Aug 2026 00:46:47 GMT</pubDate><category>devlog</category><description><![CDATA[<img class="post_image" src="https://img.itch.zone/aW1nLzI5NDI3NzIxLmpwZw==/400x224%23c/JFq1hK.jpg"/><p>ECHOBORN began with one question: can a 2D character feel good before there is a world around them? The first milestone was deliberately small—a responsive controller inside a rough test chamber. Ru...</p>]]></description></item></channel></rss>