Echoes of Vasteria is an idle-incremental hybrid where you watch a pixel-art hero automatically advance through a side-scrolling world while you manage loot collection, task completion, and stat progression. The game layers incremental depth systems with passive exploration, letting detailed graphs and metrics track your long-term advancement. Best suited for players who enjoy automation loops and don't mind an evolving game that's still undergoing significant mechanical changes.
About this game
Guide (and mostly watch) Caleb the ever-marching hero in a pixel-art auto-adventure that fuses idle-incremental depth with side-scrolling action. Complete tasks, harvest loot, and let the game’s rich graphs and stats tell the story of your endless run.
Players, last 76 days
Peak 24 · Low 1
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended135 hrs
This game should really be labeled early access.
First, core mechanics are undergoing frequent radical redesigns that don't represent a finished product. This isn't little changes to balance, but entirely removing and replacing core systems. So... it's not really a finished product if stuff is getting rewritten on the fly to this degree.
Even worse, the save system isn't reliable. After a power outage shut the game down unsafely, on restarting it indicated the save was corrupted and asked if I wanted to restore a backup, I selected yes, and... apparently there wasn't a 'backup' as I got restarted at the beginning of the game. When I asked on the forums if it was recoverable, the dev asked if I had a backup save. I certainly don't see an obvious backup saves folder or anything in the game's installed files, so... is this something I should have been backing up manually, by... like, going into the game files, finding the save, and copying it elsewhere?
I hope they have a plan, but atm every update makes the game worse and worse. They removed unlimited progression for some RNG based Equipment system with very limited stats, so you are way weaker. I can progress barely to 50% as before the update. This review was made before updated to the NEXT nerf. Now they hate the Buff system. Can't recommend atm.
I don't often leave reviews but since this is such a new title and only picked it up by chance wanted to support the dev. been having a great time so far, the Music, Atmosphere and Feel of the game are all great and feel super cozy. From the get go the game seemed to really respect my time and i felt awarded returning to it after even just a few hours which gave the sense of meaningful progression. The Systems i've so far been exposed to scale really well and you can really see the incentive early on which only grows as you continue.
As you progress the quests your town grows and changes with each completion which adds a sense of progression i did not expect as well.
Build the mill and well through new quests to unlock farm automation. Added two town path upgrades with movement speed bonuses. Tap Mildred in town to choose her coat colour. Resume your adventure after closing the game, keeping your health, loot and buffs. Each map now keeps its ten most recent runs, with older runs combined into Previous History. Tidied the Statistics and graph controls. Fixed town briefly appearing before a saved run finishes loading. Added experimental background progress, with up to one hour of estimated gains while away. Enable it in Settings → Gameplay; it starts off disabled. Added Hardcore saves. Enemy deaths permanently end the character; Carl’s reaps remain safe. Background progress is disabled for Hardcore saves. Fallen characters now show lifetime totals and final equipment, with access to Statistics. Moon’s Pantry now requires 500 Radishes and reveals the Cauldron. Gather 21,000 resources to unlock it. The Cauldron automatically protects food needed for unfinished quests, including quests you haven’t reached yet. Forge auto-crafting now leaves one core. Active skill slots are visible on the portrait Progress page once available. Drag the fullscreen portrait world sideways to look ahead. It gently returns when released. Updated task icons to the iron pick.
Added camera focus and smoother transitions to NPC conversations. Improved dialogue portraits and kept characters clear of the dialogue box. Carl now flies between your character and the reaper bar. Added fishing animations for Gill, chopping animations for Barkley, and town arrival reveals for Gill and Ivan. Trees sway when chopped, including by Echoes. Added a Fullscreen or Compact default portrait view in Settings → Gameplay. Open portrait menus now show Close on their navigation button. Return To Town moved to the top right; Return On Death was removed. Tidied the portrait reaping notice, tutorial pointers and unused panel space. Restart stays disabled during required tutorial returns. Unlocked, toggleable skill bonuses now appear first. Added core selection to the Forge's Materials tab in portrait.
Fixed Flying Skulls and bats spawning outside reachable areas in the Hollow. Fixed goblins spawning inside walls in the Mines. Fixed cramped Forge costs and item tiers, and tightened spacing around Craft and Equip on smaller layouts.
Posts come from Steam's official announcements feed.