Store data
- Store status
- Coming soon
- Scheduled release
- 14 October 2026
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 14 October 2026
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Eternally is a dark fantasy tactical RPG with turn-based strategy on a hexagonal grid. Master over 200 unique skills, craft devastating build combinations, and dominate the battlefield alone or with friends.
Every decision matters. Position your champion on the hex grid, chain abilities together, and exploit powerful synergies to overwhelm your enemies. With countless build combinations, no two battles play the same.
Each Eternal commands a deep arsenal of abilities that interact in complex ways. Stack cryostasis on enemies before shattering them with precise swordplay. Turn foes against their allies with illusions. Unleash pebble barrages from range or dive into melee chaos with a pebble shield. Discover combinations that suit your playstyle.
Geomancer — Pebble Mastery. Precise ranged barrages or chaotic melee shield combat that unlocks flight at higher levels.
Cryomancer Knight — Ice and blade. Stack cryostasis on enemies and shatter them with devastating precision.
Wrath of the Forest — Undead minions and spreading blight. Command the battlefield without lifting a branch.
Marine Trickster — Mist, illusions, and mind control. Turn enemy strength into weakness.
Hexagonal Grid Combat — Turn-based tactical gameplay where positioning is everything
Co-op Campaign — Team up with up to 4 players through story-driven levels
High Replayability — Endless build variety keeps every match fresh
Dark Fantasy Setting — A world where gods bleed and champions are forged from tragedy
PvP Modes — 1v1, 2v2, and Deathmatch for players seeking a challenge
A small, mostly polish and fixes. There's a proper Controller settings page now, a newuncommon item to find, a round of controller polish, and a fix for some targeting bugs that could soft lock your movement. I also updated the license agreement andprivacy policy this version, and I explain that plainly near the bottom.Controller settingsThere's a dedicated Controller tab in Settings now. You can set separate sensitivity for camera rotate and zoom on thestick, invert either axis, and choose which button prompts you see, Xbox or PlayStation, or leave it on auto so the gamematches the pad you're holding.Controller polishA round of fixes for pad players. Button glyphs now show up where they were missing, and a few settings that you couldonly reach with a mouse are now reachable on the controller too.New itemThere's a new uncommon item in the loot pool, Gravecaller's Hand. It raises a Ske...
Read full update on Steam ↗If you ever launched into a match and got stuck on the loading screen, with the game clearly running underneath but no way to see or play it, this patch is for you. I'm sorry. That is a rotten first impression, especially during the festival, and far too many of you sat through it.I finally tracked it down. The freeze only happened on HDR monitors with Windows HDR turned on. At startup the game was switching its output into HDR mode, and on those displays the screen locked onto the loading image even though the match had already loaded behind it. I thought earlier updates had solved the loading screen, but there was a separate cause hitting anyone on an HDR display, and that is what this patch fixes. It never appeared on my own machine because I was not testing with HDR on, which is exactly why your reports were what cracked it.FixesThe loading screen no longer freezes on HDR monitors...
Read full update on Steam ↗This one is mostly under the hood. We reworked how the game handles the loading screen between the menu, the lobby and a match, so the loads are cleaner and you never catch the level still building itself.FixesThe loading screen now stays up until the game is fully ready. On slower PCs and bigger levels it could lift a moment early and show the level still putting itself together. It now holds until everything is in place.Skipping the intro cinematic no longer makes the loading screen flash back on afterward.The tutorial now loads behind the loading screen like the rest of the game, instead of letting you watch the scene build itself.If a match fails to start, you now get sent back to the lobby instead of being left on the loading screen.Thanks for playing. As always, the Discord is the best place to tell us how it runs for you.
Read full update on Steam ↗You can now play the campaign with a friend on the same PC. Grab a second controller and play through it together on one screen.It's not split screen. You each have your own eternal, with its own abilities, inventory and skill tree. You're on the same team and share a turn, so you plan together, make your moves, and end the turn once you're both done. Control passes between your two eternals, and the camera follows whoever is active.Starting a local gameWhen you create a game, switch on Local Multiplayer. Two controllers is the way to play it, one each: player one picks an eternal, player two picks another, and you're both in. If you're sharing a single pad you can set it up on mouse and keyboard instead.With two pads you each keep your own. While your partner's eternal is the one in play, your controller sits quiet, so neither of you can step on the other's moves.Built for twoThe fig...
Read full update on Steam ↗You can now play the whole game on a controller. Combat, menus, the hub, the lobby, the tutorial, all of it.Xbox and PlayStation pads both work. The game reads which one you're holding and shows the matching buttons on screen, and swaps the prompts live if you change pads. Plug in partway through a session and it switches over. Grab the mouse again and it switches straight back. Mouse and keyboard play is exactly as it was.Combat on a padThe left stick is your cursor. It steps cell to cell to move and to aim, the same grid the mouse drives. A confirms, B cancels.Hold the left trigger for the ability wheel. Everything you have equipped is on it, including abilities that overflow past your hotkey slots, each with its icon and its live cooldown. Point with the stick and press A to cast. Targeted abilities pass straight to the aiming cursor, and when you arm an attack the cursor starts on...
Read full update on Steam ↗The HubThe windows you used to open from separate side-menu buttons now live in one overlay: Character, Skill Tree, Map, Workshop, Chat, Help, and Settings. It behaves the same in combat, in the lobby, and on the main menu, so you learn it once.Open it with Esc, the hub button, or a letter key (C for Character, G for Skill Tree, H for Help, M for Map).The Character tab keeps your abilities and inventory in one place. Drag an ability onto your bar to equip it, or click to add it.The Workshop tab brings salvage, forging, and inventory together. It appears when you are near Addie in the campaign, and any time you are in the lobby.Your inventory and relic panels now stay on the combat HUD instead of sitting behind a menu.Buttons light up when you hover them, and the End Turn button icon is fixed.Playing with just the mouseMost of the hub work is about reach. Whatever you need should be a...
Read full update on Steam ↗Lobby matches your next fightThe lobby now loads the scenery of the level you're about to play. Less of a generic waiting room, more of a look at where you're headed.Co-op stabilityA few co-op problems got fixed. Quitting to the menu could throw an error in some cases. That's gone. And if someone's level load stalls or drops mid-session, the game now recovers on its own and falls back to the lobby instead of leaving everyone stuck on a loading screen. While people are still loading, the host sees a clear "waiting for player" note so you know nothing is frozen.Smoother crowded fightsHealthbars are drawn more efficiently now, which helps when there are a lot of creatures on screen at once.Discord and Feedback buttonThere's now a Discord button on the menu and in settings, so you can reach the community in one click. Still the best place to send feedback.BalanceA round of balance tuning...
Read full update on Steam ↗Black screen after splash - fixedIf you launched the demo, watched the company logo, then sat staring at a black screen forever, this was a real bug, not your machine. A URP / Adaptive Probe Volume initialization issue made the render pipeline fail on the first frame of the title scene. After that, nothing rendered. The exception fired before Sentry crash reporting could pick it up, which is why I had no idea how widespread it was. It's fixed. If you bounced off the demo without ever seeing the menu, please give it another go. Combat log: events bundle by attackCombat used to spam the message log with a separate line per roll, defence, empower, and damage step. Mid-fight, that's a lot to read. Now each attack groups into a single block, so you can follow the whole exchange in one place and scroll back through your turn without piecing fragments together.Enemy defence dice now visibleT...
Read full update on Steam ↗Steam currently lists 14 Oct 2026 as the release date.
A small, mostly polish and fixes. There's a proper Controller settings page now, a newuncommon item to find, a round of controller polish, and a fix for some targeting bugs that could soft lock your movement. I also u…
If you ever launched into a match and got stuck on the loading screen, with the game clearly running underneath but no way to see or play it, this patch is for you. I'm sorry. That is a rotten first impression, especi…
This one is mostly under the hood. We reworked how the game handles the loading screen between the menu, the lobby and a match, so the loads are cleaner and you never catch the level still building itself.FixesThe loa…
You can now play the campaign with a friend on the same PC. Grab a second controller and play through it together on one screen.It's not split screen. You each have your own eternal, with its own abilities, inventory…
You can now play the whole game on a controller. Combat, menus, the hub, the lobby, the tutorial, all of it.Xbox and PlayStation pads both work. The game reads which one you're holding and shows the matching buttons o…