
With 6.1 we’ve added the basic system to try out, still in the works are a whole slew of housing objects to add, which will arrive in 6.2. the needs of the group will play a big role. Important to the group, yes, but it can easily get out of hand, and finding a balance of resources put towards individual needs vs. The goal of this feature is to put more individual incentive into the game, increasing the quality and size of your house in order to increase your skills. The better furnished your house is with the more variety of rooms, the faster you’ll gain skill points.Īdding furniture of matching categories to a room (ie bathroom, living room, bedroom) will provide a room bonus to the property owner, and having multiple rooms of various types will apply a ‘balanced house multiplier’. New to 6.1 is Player Housing, which will be the second way (next to food) to earn skill points. Here’s what’s new in the latest release: Player Housing You can get the alpha on our website at: We released Eco Alpha 6.1 today, with over 375 bug fixes since the last release, and the introduction of Player Housing. Eco is a game where the player’s actions have meaningful consequences. In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.

It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent.

The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.Įnter humans into this equation, and things get complicated. Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.Įco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.
