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Edge Of Eternity [Official Site] is an upcoming RPG that looks quite amazing, however, they're still waiting on Unity supporting stuff they need before having a Linux version.

To jog your memory, it was funded on Kickstarter way back in 2015 with $161,246 pledged from 4,045 backers. Linux was not a stretch goal and they even had a demo for us as well. 

However, back in December of 2016 they claimed they were waiting on Vulkan support in Unity before getting an alpha out of the Linux version. After speaking to them on their Steam forum recently they said they are in fact still working on the Linux version, although it seems they're going with OpenGL now and they gave a list of what they need from Unity3D here. They also said in that post, that they actually dropped some plugins that were blocking them from bringing it to Linux, so that's nice to know.

You can also see an older trailer of it on their YouTube, as they don't seem to have any up to date gameplay videos on it. They will be at Gamescom next month, so we should see fresh gameplay from that. Some shots they gave out at the end of last year looked quite nice though:

Hopefully they will manage to get the Linux version out, it sounds like it's still a while away from releasing.

Article taken from GamingOnLinux.com.
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Liam Dawe Jul 9, 2018
Quoting: KuJo
Quoting: Ehvis
Quoting: KuJoWhat are they waiting for??

If you would actually read the linked post, you'd already know what they are waiting for.
I've read and these are the OpenGL requirements because they are now panning to OpenGL.

My question is, what kind of Vulkan support are they waiting for? Vulkan is already supported since V5.6 and therefore March 2017(!)!
-> https://www.gamingonlinux.com/articles/unity-56-is-now-available-with-full-vulkan-support.9430

Did you read the links in my posting?
The time they said about Vulkan was in 2016...
This game is making me flash back to Legends of Aethereus. Great looking RPG funded by kickstarter and using the Unity engine. Hopefully this pans out better; that game was abandoned before the final finishing touches and refinements that were promised were applied. That said I don't have any regrets spending the $20 on Aethereus; back then there were almost no decent linux games in the wild and I found it a lot of fun even in its incomplete beta form.
Sudo_halt Jul 9, 2018
All of the tech they are 'waiting' for (including vulkan) are already in the Unity engine (btw the name Unity3D was dropped ages ago). They are using some of the Experimental branch tech too, but unless they are going custom on major levels they shouldn't have much problem in porting the game.
KuJo Jul 9, 2018
Quoting: liamdawe
Quoting: KuJo
Quoting: Ehvis
Quoting: KuJoWhat are they waiting for??

If you would actually read the linked post, you'd already know what they are waiting for.
I've read and these are the OpenGL requirements because they are now panning to OpenGL.

My question is, what kind of Vulkan support are they waiting for? Vulkan is already supported since V5.6 and therefore March 2017(!)!
-> https://www.gamingonlinux.com/articles/unity-56-is-now-available-with-full-vulkan-support.9430

Did you read the links in my posting?
The time they said about Vulkan was in 2016...
That makes it even worse. What they demanded in 2016 was realized in 2017. And in 2018 they switch to something else, which theoretically would have already been possible in 2016... *insane*!

EDIT
I've written the same thing in the steam thread now:
-> https://steamcommunity.com/app/269190/discussions/0/1727575977582091197/#c1727575977594909789


Last edited by KuJo on 9 July 2018 at 9:09 pm UTC
Creak Jul 9, 2018
Doesn't look good actually, it's not just Unity they are waiting for, but mesa as well apparently. They say:
Quote- Sparse texture for terrain partial height streaming:
https://docs.unity3d.com/Manual/SparseTextures.html
And ARB_sparse_texture (the OpenGL extension) is not even in progress in mesa: https://mesamatrix.net/

Edit: Well... it means that AMD customers won't be able to play this game :(


Last edited by Creak on 9 July 2018 at 11:43 pm UTC
mishugashu Jul 9, 2018
The working Linux demo was the reason I backed this. I really hope they don't back out of the support. I can't help myself to back any JRPG that boasts Linux support forefront.
TheRiddick Jul 9, 2018
There has been alot of vulkan development in many of these engines but like others have pointed out, not feature complete so makes it hard on developers. Even MoltenVK isn't feature complete.
To roll back game code to no use certain features is more hassle than it's worth so I can understand their, wait until its added mentality.
Tak Jul 10, 2018
I'm skeptical about the accuracy of the developer's post. These have all been working on OpenGL+Linux since their inception, except the one that just doesn't make sense.

  • Sparse textures: Already supported on OpenGL+Linux, and explicitly listed in the Unity doc they linked as being supported on OpenGL

  • Async GPU Readback: Already supported on OpenGL+Linux, covered by automated tests

  • GPU Fence API: Only used on PS4 today, not sure why this would be a blocker for Linux and not other desktop platforms

  • Streaming mipmaps: Already supported on OpenGL+Linux

Ehvis Jul 10, 2018
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Quoting: TakI'm skeptical about the accuracy of the developer's post. These have all been working on OpenGL+Linux since their inception, except the one that just doesn't make sense.

  • Sparse textures: Already supported on OpenGL+Linux, and explicitly listed in the Unity doc they linked as being supported on OpenGL

  • Async GPU Readback: Already supported on OpenGL+Linux, covered by automated tests

  • GPU Fence API: Only used on PS4 today, not sure why this would be a blocker for Linux and not other desktop platforms

  • Streaming mipmaps: Already supported on OpenGL+Linux


Also on Vulkan?

Congrats on the 4 year cake by the way! :D
TheSHEEEP Jul 10, 2018
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  • Supporter Plus
Quoting: TakI'm skeptical about the accuracy of the developer's post. These have all been working on OpenGL+Linux since their inception, except the one that just doesn't make sense.

  • Sparse textures: Already supported on OpenGL+Linux, and explicitly listed in the Unity doc they linked as being supported on OpenGL

  • Async GPU Readback: Already supported on OpenGL+Linux, covered by automated tests

  • GPU Fence API: Only used on PS4 today, not sure why this would be a blocker for Linux and not other desktop platforms

  • Streaming mipmaps: Already supported on OpenGL+Linux


Now I'm confused...
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