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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
In order for us to move forward with multiplayer world sharing after the initial voxel engine rewrite from late 2016, we discovered we would need to change how world data is saved to reduce the new larger save file sizes. This ended up taking much longer than originally planned as many systems needed some changes made to them. The new save system is done, there is one more big backend update coming in the following weeks that will reduce the save file size even more. We plan to re-enable world sharing with that update as well. We also have read the reports about some folks crashing for unknown reasons and this is something we continue to look into (crash reports help, ty). Hopefully the update that went live today will fix this as numerous back end bugs have been fixed and systems modified with this update. The new terrain alignment when in caves can sometimes get wonky and place the player in-between the cave ceiling and the terrain ground(the negative space). If this happens enter terraform mode, Free mode, move the camera to above ground, hit fetch player and your player will be in the correct position again. Next week we will put out a hotfix to address a few of these issues. Thanks again for playing, apologies for any outstanding issues as we continue to tweak things on the backend to provide a more stable experience.
- Faster Terrain generation due to optimizations.
- All systems now multi-threaded to improve performance.
- Terrain Align function changed and optimized. This bug occasionally puts players in between a cave surface and the bottom of the terrain. Enter Terraform mode to change position of the camera and then fetch player to the new position.
- All world object manager optimized through new management system.
- Fluid generation time improved.
- New cave system with more realistic caves and better networks.
- Various backend improvements that have improved FPS.
- Terrain data overhauled for new save system. New world saves are 1/5th of the old world save size. This is in preparation for complete world sharing.
- New world save system. It is HIGHLY recommended that players start with new worlds due to the major overhaul. Terrain type is still the same but saved data has mixed results.
Occasionally when loading into a world the player will get stuck at 0%. We haven't been able to faithfully reproduce the issue but have noticed it seems to bug the character so it does not spawn. The work around is select a different character or make a new character.
This is just a tiny little update to address the bug with hairs and beards. The new water system is almost complete and we have a new terrain saving system as well. These changes have once again improved terrain generation and load time, as well as improved FPS due to less overhead. When we push out the update in a couple weeks, worlds will still look the same and saved positions on seeds will be valid, however, terrain data will not be valid and will need to be regenerated. This will complete the voxel terrain development sprint and also mark the engine as complete in this project. From that point we will continue to work on refinement and new content. We have also been working on the new AI system which improves performance and increases MOB and animal density as well as behavior complexity. Look for this in a future update. Combat is already tied to a skill system that includes attributes, powers and positional targeting in regards to weapon based combat (melee hits are calculated through raycasts and spherecasts). Thanks for playing and for your patience, we look forward to the next couple months of patches which will shore up any remaining issues and beef up the game content. Enjoy!
- Fixed bug in multiplayer with incorrect hair and beard showing on connecting players.
- Fixed bug with hair color not changing correctly on remote players.
- Edited Long Hair 4 (braid) texture to better accept color changes.
“In gaming land, players can be – and see – anything; the only limits are imagination. Aiming to take this concept to new dimensions is Tethys Interactive’s Astral Terra.”
“Morrowind meets Minecraft; that’s my first impression looking at this open-world 3D aRPG. The graphics are nicer than in either of these games, but it still manages to implement Minecraft’s world creation and destruction mechanics. That it does so in a truly alien-looking, open-ended fantasy world reminiscent of The Elder Scrolls: Morrowind is icing on the proverbial cake.”
“With the constantly changing worlds there is no limit to the wonders that Astral Terra can provide. It’s rare that a game truly leaves me in awe of what they’re doing. Astral Terra is getting to that point. The thought of ever-changing worlds, that I can change on a whim is very intriguing. I hope it lives up to its potential.”
Two Dash Stash
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