Dive into the dynamic and colorful world of Elteria, which everyone can have a hand in creating! Defend your fortifications and capture enemy castles with friends, while mastering numerous skills of several classes to perfection - discovering amazing secrets of these lands on the way.
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Fall 2018
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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?

“Elteria Adventures is a largescale game, with game mechanics and social interactions that need to be tested and refined over time. As such, we need feedback from real players, and the earlier we start getting it, the more we can improve Elteria Adventures throughout the development process.”

Approximately how long will this game be in Early Access?

“We’re making maximum use of Early Access to start gathering feedback at an early stage. This means that there is no strictly defined release date for Elteria Adventures quite yet, but at the moment, we expect six months in early access.”

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

“At this point in time, Elteria Adventures contains only a fraction of the content (classes, items, locations, NPCs, etc) that the final game will offer. While quality improvements are planned, the most drastic difference between the Early Access and full version of the game will be in the quantity of content.”

What is the current state of the Early Access version?

“The game is playable, but you may experience technical bugs and even the occasional outright crash. Visuals are also not yet polished, so the current graphical state of the game isn’t an indication of its aesthetics upon release.”

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

“Elteria Adventures is and will remain a Free-to-Play title, but as a group of gamers ourselves, we’re committed to ensuring that it never becomes Pay-to-Win.”

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

“Please don’t hesitate to send us your feedback via social networks, steam community and official site. We will consider player ideas and feedback. Also we plan several events during development and everyone will be able to participate in them:
- PvP tournaments - to try to achieve balance.
- Creative building competitions
- And also fanart and writing competitions
They will give us major input for the development direction.”
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Available: Fall 2018

 

Recent updates View all (3)

August 4

DevLog Pre-Alpha 0.10.0 and future updates



Hello fellow gamers! It's been a while. As we said in last DevLog post, we've been working on rework of some critical game engine features, which we (almost) completed in the latest development build.

Deferred Rendering

One of the things our game engine was lacking up until now is modern rendering technique - Deferred Rendering. Most modern game engines use some form of it to bring players the image they see on their screens. You can learn a bit about differences between traditional Forward Rendering technology and Deferred Rendering in this article.

Using newer rendering technology lets us now have things which we couldn't have before, like dynamic lighting from multiple light sources and particle effects, which will bring a lot more life in the game without concerns for performance.

And performance is our big concern! There are a few things let to tune, optimize and test on different hardware, but Deferred Rendering gave us a boost in rendering performance from 10% to 90% depending on user's hardware and graphics quality settings.

UDP Networking

Again, if you want to dig dipper in the tech stuff of it, you can start with this article describing the difference between the old networking we used and the new one.

In the start of the project our goal was to quickly achieve working results and it was much easier to use reliable and robust TCP for our networking than bother with handling lost packets ourselves. Unfortunately, it's not a good long-term solution for a lot of games, including ours, since it needs to be as real-time as possible without any spikes in delay between client and server.

Which is why we completely rewritten our networking library from the ground up now using UDP instead of TCP. Preliminary test show increase in stability and network delay, but some bugs still need to be worked out.

Few other things

We are also work on Alpha world level design. In the build we added a lot of new tools for terrain design which allowed us to create cool caves.



A big progress have been made in developing the new Tentacle Biome, current results you can see here.



Work In Progress

Since we didn't have much changes this time, we decided to share with you some things we are working on now.

Character GUI

One of the most important pieces of game interface is a Character Screen which displays your equipment, calling, abilities and many other info. It's on its way to the game, but you can get an early look at the design now.



Plum Octopus

New mob in the making is Plum Octopus. For now we can show you only concepts of it, but expect it to be in production very soon :)



Rabbits Race

Rabbits is a race of enemies that will oppose players in achieving their goals. They have warriors and mages and they're relatively smart. A statue of a Rabbit Warrior was in game for some time now, you might have seen it on one of the videos or screenshots.



New traps and Tentacle

Dynamic and egaging game world is one of our main goals in developing of Elteria Adventures. We are currently working on adding more interractive traps in the game, concepts of which you can see below.



On top of it is a Tentacle, which is technically a mob, albeit pretty stationarry one.

Next is a spring that will launch player that step on it directly upwards with some bit of air control - it can be a way to reach higher places or to recieve signifficant damage from a falling.

The last one is a sort of a tunnel that drags nearby players inside and unless they're carefult, transports them on the other side, which can be any place including a death trap ;) Watch your step...

New Gems

Gems are an important part of the exploration gameplay in Elteria Adventures and we want to make them less generic and more fun. New gems are in the process of modeling now, but you can check their concepts now. From left to right: Dark Gem, Lava Gem, Wonder Gem and Nature Gem.



See you next time!

Please leave your questions and thoughts in the comments bellow or in one of our social networks:

Twitter: @ElteriaGame
Facebook: ElteriaGame
VK: https://vk.com/ElteriaGame
Tumblr: https://elteriagame.tumblr.com
Reddit: /r/ElteriaGame

Follow us in other places too:

YouTube: https://www.youtube.com/channel/UC5DUE_15045QhvluBiyl44g
Telegram: https://t.me/Elteria
Instagram: https://www.instagram.com/ElteriaGame
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July 19

DevLog Pre-Alpha 0.9.0

Hey everyone! We want to share current progress on the game by talking about changes we made in the latest major dev build.

New GUI


In previous major build we reworked skills panel. In this one we added the resources panel to display all your current resources, highlight resources you just collected and show you which ones will be consumed by actions such as building. Also, the new chat, which is an important part of any MMO game :) Few others small things have been added to the GUI, they will be highlighted in other changes below.

Gather / Mine mode


We reworked how Tool Glove works. Now it switches mode to Mining / Gathering with small GUI change and it lets you mine stuff with left click and gather resources with right click. It's possible to break world, trees, ores, gems and other stuff with many skills, but if you use anything except Gather ability, you will get less resources.

Building with blueprints



Though still work in progress, we added the main way players will build in open world and during the battle — blueprints. You will be able to find them during exploration from chests or as loot from monsters or create them yourself. They not serve only decorative or structural purpose, some will be useful in battle by providing auras to allies or even attacking enemies.

As you can see, you need resources to build each blueprint depending on materials used and the blueprint itself.

Bees!


In previous dev build we added Beelmo — a new Lemon Bee monster. Now we added it's ability: when it stings you it starts running away and if you can't kill it in a few seconds, you yourself will become a Lemon Bee! While you are in the bee form, you can't your abilities and more vulnerable, but you can jump higher and perform double jumps to reach places you couldn't before!

With this we introduced the polymorph mechanics in our ability engine that will help us make a few more interesting abilities and cool game mechanics '^__^'

New monster — Enamored Skeleton


Skeletons will protect Dark Gems and attack anyone who will try to get their precious :) A bit more of them in this video.

New camera

As you can see on the screenshots above, we moved the camera above character's shoulder from above it's head and adjusted field of view and camera distance. It should provide better gaming experience. All abilities have been adjusted for the new camera position.

Graphics and animations update

You can see it in the video here, we updated a few important textures in game, like grass and gems and added Screen-Space Ambient Occlusion. New textures give the game a more consistent look. Check this tweet about restyling to see how it was before and how we are working on game style.

We updated a few animations to add some character to them so they don't look plain as they used to :) It's still work in progress until it will be consistent throughout the game.

New sky


It's... not boring any more :)

Many more!

It was only things that are easily shareable in form of a few screenshots, but a lot of work we do can't be easily seen. Still, we want to share it with you to give a glimpse on the development process:

  • Animation Engine rework. We use our own animation graph system, because the engine we use didn't have one when we started. Because of that we had problems with stuck or not working animations from time to time. No more of that since we reworked a few core things in it :)
  • Fixed air control, it now works like in most action and action-adventure games.
  • Updated sound engine to support more easy integration of sounds in game and fixed some sounds.
  • New artefacts and resources that have no use for now. We will talk about them later ;)
  • A lot of bugfixes!

Hope you stick with us to see more! '^__^' Next update will be a bit boring compared to this one because we are working on some things in the game engine that are required to ship the game to an alpha stage and continue it's development. We will see you with new DevLog when it's done!

Please leave your comments and ask questions, we will be in comments ;)
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About This Game

Elteria Adventures is a massively multiplayer online action adventure with MOBA-like PvP, built around a voxel-based open world. Hands of players change it constantly - yesterday's battlefield may become a new town today, on the site of the fortress may appear a tranquil gardens. These ever-changing floating islands live by mysterious rules and grant every hero a chance to find their true fate. Ancient artifacts and peculiar mysteries will send many on a pilgrimage, promising power and glory to those who seek.

Key features:

  • Destructible world
    Break walls using your opponents as projectile! World of Elteria is voxel-based and thus fully destructible
  • Build in the middle of the fight
    Protect yourself with a well-placed wall, block enemies or build a bridge over the void to explore the world
  • Open world, filled with dangers
    Explore floating islands of Elteria in the search for powerful artifacts to make you stronger


  • Interactive traps and opponents
    Everything in this world - regular monsters, bosses and other players, will be able to push and throw you around, breaking walls and creating trenches. Some may turn you into an animal or build a walls around. It's Action Adventure, not an ordinary MMORPG, where you would fight hordes of identical puppets
  • Two interlinked game modes
    The game features two distinct and interlinked modes: exploration and team arena battles. Your hero will swiftly gain the ability to participate in fights with others. Variety of artifacts will open more skill combinations your hero can use to respond in various situations.
  • Unique classes
    Elteria features classes with distinctive playstyles: protect your allies with magical barriers or blow whole buildings to dust with explosives and fireballs

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8/8.1, 10
    • Processor: Dual Core 3Ghz
    • Memory: 6 GB RAM
    • Graphics: 2GB Video Memory, OpenGL 3.1+ support
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8/8.1, 10
    • Processor: Quad Core 3Ghz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 950 / AMD RX 460
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: OSX 10.9.5 - 10.11.6
    • Processor: Dual Core 3Ghz
    • Memory: 6 GB RAM
    • Graphics: 2GB Video Memory, OpenGL 3.1+ support
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: OSX 10.9.5 - 10.11.6
    • Processor: Quad Core 3Ghz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 950 / AMD RX 460
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 14.04 LTS
    • Processor: Dual Core 3Ghz
    • Memory: 6 GB RAM
    • Graphics: 2GB Video Memory, OpenGL 3.1+ support
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 14.04 LTS
    • Processor: Quad Core 3Ghz
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 950 / AMD RX 460
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
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