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JRPG-Inspired Edge of Eternity Eliminates Grinding Through Strategic Combat



Edge of Eternity

The latest update for Edge of Eternity explains how the epic RPG aims to remove the genre’s typical reliance on grinding.

While players will still be free to participate in random battles, the team at Midgar Studio is implementing a unique grid-based combat system to ensure doing so is not necessary to defeat even the strongest bosses. This mechanic is called the Nexus Grid, which divides the play space into hexagons that can be manipulated or confer bonuses.

The post provides two examples, the first of which is to lay traps and either lure or force foes into them. The second example is a tile that provides automatic health generation. Key to taking advantage of this system are the abilities to push, throw, or block enemies. Midgar Studio says the goal of the Nexus Grid is to provide players with “a genuine choice in how [they] tackle [a] challenge” and a meaningful sense of reward from overcoming battles that, in other games, would be too difficult without grinding.

Another hint emerging in the update is that the game will include crafting and weapon customisation, but the team does not go into detail about these aspects.

The post discusses the lore of the game world of Heryon, specifically focusing on the role that households have in determining the status of individuals. A host of new screenshots have also been released and are embedded in the gallery below.

For all the latest on Edge of Eternity and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube.

Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at


Sci-Fi Adventure Tether Back in Development, Demo Released




Freesphere Entertainment has announced that Tether is back in active development, almost a year after it was put on hold.

Alongside the announcement, the team has finally released the prototype version of the previous incarnation of the project for free on According to the announcement, the decision to release the demo came because “it seemed silly to have years of hard work sat there for people who worked on it to not get any recognition.”

The post also suggests that Freesphere has gone back to the drawing board for the project, saying that it is seeking to reduce the scope of the story and hinting at a “new direction.”

The demo is a long time coming, as creative director Mark Gregory first told OnlySP late last year that it would be made available as part of a larger interview discussing some of the problems and struggles faced by the team members, which included underfunding, a lack of publisher interest, and personal burnout.

For anyone unfamiliar with Tether, the sci-fi adventure promises to tell the story of a mother trapped aboard a space station while on a mission to prevent environmental collapse. While the premise raises echoes of the ‘walking simulator’ format, the game was quite ambitious, featuring time manipulation mechanics, a reactive AI enemy similar to Alien: Isolation‘s xenomorph, and immersive sim elements. How much of that will be retained in the new version remains to be seen.

OnlySP’s Amy Davidson has already pledged to trial the demo as a future entry in the Friday Freebies Club, which this week will examine \SPEK.TAKL\, so watch out for that.

For all the latest on Tether and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

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