Rising World is a voxel based open-world sandbox game, featuring a procedurally generated world, playable in single and multi-player.
Recent Reviews:
Very Positive (54) - 94% of the 54 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,714) - 80% of the 2,714 user reviews for this game are positive.
Release Date:
Dec 3, 2014
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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

What the developers have to say:

Why Early Access?

“We want to give players the opportunity to already play our game in the course of its development. This allows us to see which game elements could benefit from further development, or what possibly needs to be changed, so that we can adapt the development accordingly.”

Approximately how long will this game be in Early Access?

“As long as necessary. In other words, the game must remain in the “Early Access” phase until it shows fully adequate gameplay and all our planned features have been largely implemented.”

How is the full version planned to differ from the Early Access version?

“The full version guarantees the player that he/she is also getting a full-fledged game, which means that all the important features have been implemented, and all the serious bugs eliminated. There will however most likely still be updates later on to simply continue improving the game.”

What is the current state of the Early Access version?

“The game is currently still in Alpha stage. Many important things are already present; for example, the basic technical structure as well as game elements, such as the structural system, are fairly well developed. Some game elements that are essential for fully adequate gameplay are nevertheless still missing.”

Will the game be priced differently during and after Early Access?

“In one word: yes. The price will reflect the game’s current stage of development. This means that small price increases are planned upon reaching the Beta stage (which can also be still be regarded as Early Access) and upon reaching the final version.”

How are you planning on involving the Community in your development process?

“Consultation with the community is very important to us. Our forum, where all kinds of discussions can be initiated, is provided for just this purpose. Players can also report all kind of issues there, ensuring that bugs come to our attention and are eliminated as quickly as possible. We take the community’s needs and criticisms very seriously.”
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Recent updates View all (53)

March 12

Update 0.9.5: New npcs, better AI, modded items

Hey folks!

The new update is finally available! First of all, thank you very much for your patience!

This update introduces a lot of new features and changes, but our main focus was on reworking the NPC behaviour as well as adding new hostile NPCs. You will now find small groups of bandits roaming the forests during night, and underground dungeons are now populated with skeletons. In addition to that, spiders spawn randomly in deep caves.



When fighting with bandits or skeletons, you can use your sword to block their attacks (so you take less or even no damage, but keep an eye on your stamina). Obviously this only applies to melee attacks - so watch out for enemies equipped with bows and arrows!

Of course you can disable any NPC you want, and you can also change the spawn rates for both animals and enemies. So if you don't want to deal with bandits or monsters, you can simply turn them off.



But when talking about NPC related things, that doesn't mean that this update is only about enemies. We improved the NPC AI and collision detection with this update, so NPCs should no longer be able to walk through walls, fall through the ground or warp to the roof of your building. In case you still experience any of these issues, please let us know!

We also reworked the spawn behaviour of NPCs: they are able to respawn in chunks which haven't been modified, and animals mostly spawn in herds now. Alerting one herd animal also alerts all other herd animals.



There is also another important feature in this update: it's now possible to load custom items (e.g. tools or weapons) through the plugin API. This makes modding a lot easier. We will update the plugin API and also release a few example plugins in the next few days.

Apart from that, we implemented several other new features and changes. Blueprints can now store terrain data and water, there are some new items (weed whacker and venison), we added several new music tracks, we reworked the screenshot feature (it's much more powerful now) and last but not least we've fixed a lot of bugs. Check out the changelog to get an overview of all changes.

__________________________________________________

Changelog 2019-03-12 (0.9.5):
  • [New] New NPCs: bandits and skeletons with various equipment and outfits
  • [New] Bandits spawn randomly in forests (during night), while skeletons spawn randomly in dungeons
  • [New] Animals / NPCs can now respawn after a given amount of time
  • [New] Animals usually spawn in small herds now
  • [New] When a herd animal is alerted, other herd animals are also alerted
  • [New] Spiders and rats spawn randomly in caves and abandoned cabins
  • [New] When creating a new world, you can select a starting biome / area now
  • [New] Custom / modded items can now be added via API
  • [New] New tool: weed whacker
  • [New] Added 7 new music tracks
  • [New] Added settings for screenshots (resolution, quality, hud etc)
  • [New] Added settings to change the animal and enemy spawn rate
  • [New] Added venison, which is obtainable from wild animals
  • [New] Terrain can now also be stored in blueprints
  • [New] Added "Toggle Crouch" and "Toggle Walk" key bindings
  • [New] Added gloss effect / environment mapping for some clothes (e.g. armor)
  • [New] Added settings for grass view distance
  • [New] Added support for DNS SRV Records (Multiplayer/"Connect to IP")
  • [New] Added "continuous editing" for creative terrain tools (keep mouse button pressed to edit the terrain)
  • [New] Creative mode terrain tools now have "water" as textur (i.e. the paint [3] and area tool [4] can now be used for water)
  • [New] Added proper headshot detection for other players
  • [New] Added new filter to server list to hide password-protected servers
  • [New] Added command "disablenpc" to permanently disable an npc for the current world
  • [New] Implemented GPU skinning to improve the performance regarding animations
  • [Change] Player no longer gets "stuck" on walls when walking against walls
  • [Change] Projectiles / Arrows despawn now after a given amount of time
  • [Change] NPCs now also take damage from traps (with a few exceptions)
  • [Change] Increased range for picking up items
  • [Change] Increased range for "editconstruction" command
  • [Change] Reduced height of player while riding a horse or donkey
  • [Change] There is a small cooldown now when using tools by clicking the mouse button rapidly
  • [Change] Deleting a custom image now removes all instances in the world
  • [Change] Toggle aiming with a weapon is now disabled by default (can be changed in settings)
  • [Change] Grenade / TNT cooking is now possible
  • [Change] Water is now correctly rendered in front of a blueprint preview if it is opaque (press Return-key)
  • [Change] The "flatten tool" in creative mode terrain tools (F5, press Return-key) now shows the current elevation
  • [Change] Blueprints can now still be loaded if they were accidentally unzipped after downloading them
  • [Change] Chainsaw is slightly more efficient now
  • [Change] Reworked sword animations
  • [Change] Player no longer takes damage from projectiles / arrows in creative mode
  • [Change] Arrows and firework rockets can no longer be abused to climb walls (removed collision)
  • [Change] If fly mode is disabled, double tapping F2 no longer teleports you to the surface
  • [Change] Improved some sound effects
  • [Change] Removed CPU load diagram, since it was causing performance issues on some operating systems
  • [Change] Removed some unnecessary debug outputs from log
  • [Bugfix] Fixed issue that chunks sometimes became invisible while editing them
  • [Bugfix] Fixed issues with "undoblueprint" command (need feedback)
  • [Bugfix] Fixed issues with modular construction element placement (need feedback)
  • [Bugfix] Fixed random native crash (need feedback)
  • [Bugfix] Fixed issue that some objects became unusable sometimes for no reason
  • [Bugfix] Fixed item stacks disappearing sometimes when moving them from chests to inventory
  • [Bugfix] Fixed issues when placing blocks or construction elements (weird collision behaviour)
  • [Bugfix] Fixed issues when posters were referring to an already deleted custom image
  • [Bugfix] Fixed issues with projectile collision detection when standing close to a wall
  • [Bugfix] Fixed extreme "z-fighting" (flickering) when walking against walls
  • [Bugfix] Fixed wrong animation of dead animal corpses in some situations
  • [Bugfix] If "Keep Inventory" is enabled, you no longer lose your inventory when quitting the game without respawning
  • [Bugfix] Player should no longer fall through the ground in certain cases when teleporting (need feedback)
  • [Bugfix] Fixed problem that sometimes teleported the player to sky when using the "gotospawn" command
  • [Bugfix] Headgear of dead players is no longer in the wrong position
  • [Bugfix] Fixed wrong custom journal element position if "pivot=center" was set
  • [Bugfix] Fixed memoryleak related to gun sounds
  • [Bugfix] Fixed issue with picking up items

Changelog 2019-03-12 (0.9.5.1):
  • [Bugfix] Removed red debug square
  • [Bugfix] Fixed crash related to plugins which modify npc positions

Changelog 2019-03-13 (0.9.5.2):
  • [New] Command "givenpcitem" to give an item to an npc
  • [New] You can now also get venison from giraffes
  • [New] Stamina can now also be disabled server side
  • [New] Added spawn protection setting to config.properties file (for SP)
  • [New] Added separate "fly" permission for creative mode (to disable fly mode)
  • [Change] Reduced respawn rate for npcs
  • [Change] Blueprints no longer include air when placing terrain (can be changed in config)
  • [Bugfix] Fixed wrong spawn position when creating a new world
  • [Bugfix] Fixed yellowish glow of items and player in inventory
  • [Bugfix] Fixed a bug which was responsible for certain performance issue
  • [Bugfix] Fixed water not being visible if placed via blueprint
  • [Bugfix] Fixed issues with grinder and spinning wheel

Changelog 2019-03-14 (0.9.5.3):
  • [New] New item: Club, which is craftable from the very beginning
  • [New] Added command "deleteallnpc" to remove all npcs from the world
  • [Change] Furnaces now provide warmth to the player if he is nearby
  • [Change] Changed mining drill sounds
  • [Bugfix] Fixed performance issues related to npcs (need feedback)

Changelog 2019-03-18 (0.9.5.4):
  • [New] NPCs won't see you if you sneak up on them from behind
  • [New] Added setting to enable bandits to spawn during the day
  • [New] Command "deleteallnpcs" now optionally accepts a type and range constraint
  • [Change] Added separate spawn settings for bandits and skeletons
  • [Change] Weed whacker now has a RMB functionality (cuts the grass half length)
  • [Change] Weed whacker can no longer destroy trees
  • [Change] Bandits have slightly more health points now
  • [Change] Reduced run speed of bandits and skeletons
  • [Change] Stamina is now only reduced when running forward
  • [Change] Added new mining drill sounds for various materials
  • [Change] Increased placement range for construction elements
  • [Change] Terrain area tool (F5-4) only affects water if water material is selected
  • [Change] Increased speed of most tools
  • [Bugfix] Fixed horse sounds
  • [Bugfix] Fixed bug which mixed up horse inventories with existing chests
  • [Bugfix] Fixed hitbox of small animals
  • [Bugfix] Fixed players not being able to damage other players in mp
  • [Bugfix] Arrows shot by npcs now also cause damage if pvp is disabled
  • [Bugfix] Fixed wrong scaffolding placement positions

Changelog 2019-03-25 (0.9.5.5):
  • [New] Added console command "cleanup images" to delete all unused images
  • [New] Added console command "enablenpc" to re-enable an npc to spawn in the world that has been disabled before
  • [New] Added small icons to indicate if grid, modular snapping or manual positioning is active
  • [New] Added permission "blueprint_placeterrain" to enable/disable placement of terrain via blueprints
  • [Change] Removed unnecessary debug output
  • [Bugfix] Fixed command "debugplayerbody" (for API)
  • [Bugfix] Fixed crash related to custom items
  • [Bugfix] Fixed issues when moving items from inventory to chest and vice versa (need feedback)
  • [Bugfix] Fixed npc collision issues if multiple construction elements are placed in a row
  • [Bugfix] Boats no longer move if the player is freezed (e.g. when outrunning world generation)
47 comments Read more

December 11, 2018

Upcoming: Hostile npcs

Hey folks! Today we want to show you some preview screenshots of the upcoming update.

It will introduce some hostile npcs, including groups of hostile bandits roaming the forests during night and also skeleton warriors guarding the dungeons. You will still be safe when staying home, but you have to be careful when exploring the world.
Of course there will be also an option to disable hostile npcs when creating a world.



On the other hand, the update will also improve the npc AI as well as the collision detection. As a result, animals should no longer be able to walk through walls.



Last but not least we're also expanding the plugin API, so it will be possible to create custom items (tools, weapons etc) for Rising World. We will prepare an example plugin which offers an easy way to load custom items into the game.

Unfortunately we have no ETA for the update yet. We try to get it ready as soon as possible, but recently there were some unexpected changes introduced to Steam which have a big impact on Rising World and its future development. We can't say much about these changes yet, but we will definitely keep you informed about the current status.
133 comments Read more
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About This Game

Please note that this game is currently in Alpha state

Rising World is an open-world sandbox game with randomly generated, fully destructible environments.

Starting with the most basic of tools, collect resources to survive in the wildness. Evolve your world to create one of the biggest cities of all time or a gigantic castle, or simply let your imagination run riot! If being creative is all too much, just connect with your friends and get them to help.

Anything is possible!

Features

  • Randomly generated worlds
  • Completely modifiable environment
  • Both single and multi-player modes
  • Mounts and drivable boats
  • 200 different building materials
  • More than 200 different furnitures and fixtures
  • More than 200 items (tools, weapons, utilities etc)
  • Upload images from your hard drive and place them in the world
  • Explore various biomes and dungeons
  • Complex and deep network of underground caves
  • Environmental physics - trees and items
  • Interact with just about everything, right down to playing the piano!
  • Day-night-cycle
  • Fishing
  • Powerful Modding/Plugin API

Your purchase entitles you to receive all future updates free of charge!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 (64 bit) or higher
    • Processor: 2+ Cores, e.g. Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: 1024 MB VRAM, OpenGL 3.0, e.g. Intel HD Graphics 4000, NVIDIA GeForce GT 240, AMD Radeon HD 5650
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Java 8 compatible operating system. Recent graphics drivers have to be installed to ensure full OpenGL support, this may only apply in some cases. Please note: AMD Radeon HD 4000, HD 3000 and HD 2000 are not compatible due to discontinued driver support.
    Recommended:
    • OS: Windows 10 (64 bit) or higher
    • Processor: 4+ Cores, e.g. Intel Core i7
    • Memory: 8 GB RAM
    • Graphics: 1024+ MB VRAM, OpenGL 3.0, e.g. NVIDIA GeForce GTX 970
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Java 8 compatible operating system. Recent graphics drivers have to be installed to ensure full OpenGL support, this may only apply in some cases.
    Minimum:
    • OS: Mac OSX 10.11 or above
    • Processor: 2+ Cores, e.g. Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: 1024 MB VRAM, OpenGL 2.1*, e.g. NVIDIA GeForce GT 120, Intel HD Graphics 4000
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Java 8 compatible operating system. *Not all 2.1 cards are supported, please contact our support if you are using a 2.1 graphics card.
    Recommended:
    • OS: Mac OSX 10.14 or above
    • Processor: 4+ Cores, e.g. Intel Core i7
    • Memory: 8 GB RAM
    • Graphics: 1024+ MB VRAM, OpenGL 3.0, e.g. NVIDIA GeForce GTX 970
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Java 8 compatible operating system
    Minimum:
    • OS: Ubuntu Linux 12.04 LTS 64-bit 13.x or similar
    • Processor: 2+ Cores, e.g. Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: 1024 MB VRAM, OpenGL 3.0, e.g. Intel HD Graphics 4000, NVIDIA GeForce GT 240, AMD Radeon HD 5650
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Java 8 compatible operating system. Proprietary graphics drivers have to be installed to ensure full OpenGL support, this may only apply in some cases. Please note: AMD Radeon HD 4000, HD 3000 and HD 2000 are not compatible due to discontinued driver support.
    Recommended:
    • OS: Ubuntu Linux 12.04 LTS 64-bit 13.x or similar
    • Processor: 4+ Cores, e.g. Intel Core i7
    • Memory: 8 GB RAM
    • Graphics: 1024+ MB VRAM, OpenGL 3.0, e.g. NVIDIA GeForce GTX 970
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Java 8 compatible operating system. Proprietary graphics drivers have to be installed to ensure full OpenGL support, this may only apply in some cases.

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