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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Release Date:
Spring 2019

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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: Spring 2019


Recent updates View all (12)

February 6

Alpha 0.12.3

Hi there! We are still working on next major update Alpha 0.13 that is set to be released around the end of February. We will talk more about upcoming features in further posts, but today we want to tell you about some of the things that we released in the latest Alpha build - 0.12.3.

New building interface and tools

It's mostly still a work in progress, but we are rolling out a complete rework of building experience including new brush panel and palette interfaces that you can see on the screenshot above.

Now it's much easier and more intuitive to select brushes you want to use for building, they're separated by type, category, form and material with handy preview and responsive interface.

Each building brush is under rework too to make using them easier. For example, all brushes that have rotation now rotate along with camera direction. Along with it, we fixed a lot of bugs with every brush, moved all blueprints to brushes and many more changes and new building elements are to come in next updates.

Ghost Building

Completely new building mechanics we added in this update is Ghost Building. It gives players an ability to freely build a ghostly preview of what they want to build and then "apply" it to the real world.

Some of the advantages of using Ghost Building are: the ability to move through ghost building, which can help players reach corners that might not be able accessible when building right in the real world; ghost voxels can be destroyed without spending energy.

Many features including saving of the ghost building between sessions are to come in the future.

Material Management during building process and world regeneration

We reworked how resources are consumed when building. Every voxel and object now have a set material cost that can include different resources. Players don't need to have pre-crafted voxels or objects now and just spend their materials when building. It also allows for different voxel skins in the future and makes overall code architecture simpler and prettier.

World regeneration system doesn't touch players' buildings anymore. We are still working on the ability for players to claim a piece of world as their own, but for now we made world regeneration less aggressive in places where players are building their things.

New Monsters

This build introduces 4 new monsters, but only one of them - Mimic - is enabled on the Alpha Server. So be careful when opening those chests - they might run away from you! Other new monsters are: Garnet Armadillo, Blue Hare and Coincat. We will tell more about them when we add them on the Alpha Server.

More abilities for Artifacts

Some artifacts that didn't have an ability in the latest build now have one!

  • Ancient Sing of Blessing — full-support artifact that changes player's main attack to Healing, an ability to heal allies in small area.
  • Explosive Core — upon activation makes a huge explosion under user's feet pushing all enemies away, dealing damage to them and pushes the user back in an arc.
  • King of the Pumpkiween is a head wear that gives it's wearer an ability to Polymorph in a pumpkin. For 5 second the user of that ability becomes a blast pumpkin that works just like normal pumpkin and explodes when enemies come near it. Explosion is harmless for the user, but deadly for their enemies!

Other cool changes

Chests interface is much better now, many bugs were fixed and it's now usable.

Link Gem have a brand new model.

A bunch of bugs were fixed and many more were added!

Stay tuned!

More exciting news and post are coming! Be sure to subscribe to us on social networks and in Steam to see all of them first!

We now have an official Discord Server that you can join here! All news and announcements are going to be posted there. You can chat with your fellow players, discuss Elteria Adventures, ask Devs questions and all the fun stuff - come over!

Full list of our social networks:

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January 8

Elteria Adventures Alpha 0.12.2

Hey everyone, hope you had great holidays! We certainly did, but right before this we rolled out Alpha 0.12.2 update that at this point our alpha testers played through and enjoyed a lot. We are going to share patch highlights with you, along with some screenshots and pictures. Scroll down below to learn about upcoming features and other alpha plans!

Important General Changes

We implemented full steam login support, now it's easier to roll new testers in, because we don't need to create account for everyone, and there is no need in selecting accounts. All characters were wiped though because of this and other changes.

Abilities and items tooltips have been reworked and now finally contains information about item's stats and abilities and ability's stats.

New Monsters

We added a bunch of new mosnters:
  • Lime Bee
  • Small Plum Octopus
  • Large Plum Octopus
  • Royal Boarmelon
  • True King

The Gold Crown now has a Coronation Ceremony ability that transforms a Royal Boarmelon into a True King, the game’s first boss -- you’ll need a party of players for this one!

New Mechanics

Added critical hit mechanics with a default chance of 0% to deal 200% damage (buffed by items).

Balance Changes

All classes now have 6th level which gives 4th level of their respective main ability. Some other abilities are rearranged because of this.

All abilities now benefit from 100% of the character’s Attack attribute (subject to ongoing changes as we fine-tune balance).

Energy regeneration lowered to 0.5/sec for all classes

All items now have stats and stats of all items are rebalanced to make them all playable in Alpha.

Melon slices and Apples now have 30 seconds cooldown.

Other General Changes

  • The crafting window will close automatically only when all recipes have been used up
  • If a monster is killed by another monster or a trap, it drops less loot
  • Players will now need to aim at a chest to open it (work on object interactions still ongoing)
  • Boarmelons can once again turn into bees
  • A lot of bugfixes

Future Plans

As early alpha test is going pretty well, we are focusing on releasing big Alpha 0.13.0 update that will focus on giving players much more things to do in the game. Currently it's pretty easy to exhaust all available to testers content in a few days, and simply stretching it out is not a good idea in alpha. Which is why we are working on shipping a lot of things to make the game deeper and wider, including, but not limited to:

Proper building system that will let players easier ways to build and keep their building. Currently regeneration system destroys everything players build over time, there is no way to protect buildings from other players, and the building process itself is rather uncomfortable. We are working on it from UX perspective as well as gameplay perspective, it's going to be awesome.

New world with better islands distribution that will be easy to orient in with thought-through placement of islands, their biomes and difficulties. We are also working on a few features for world generation, that will make world more interesting.

RPG system rework, including leveling system, stats system, all items and abilities. They will be rebalanced to make game progression smotther, more interesting and more rewarding.

New crafting and upgrade system. We will make items crafting more interesting and add ways for player to upgrade their items.

We are also rolling out proper Linux and Mac OS support soon for some testers that prefer playing on those system. Since we use Java, it's not a big deal for us, but it does require some testing and maybe a bit of adjusting of native code, which is why we didn't do it earlier.

Right after Alpha 0.13 release we are planning on inviting many more people in alpha test! Stay tuned, don't forget to add the game to your wishlist and follow us on Steam and on our social networks!

YouTube: https://www.youtube.com/channel/UC5DUE_15045QhvluBiyl44g
Twitter: @ElteriaGame
Twitch: https://www.twitch.tv/elteriagame
Facebook: ElteriaGame
Instagram: https://www.instagram.com/ElteriaGame
Tumblr: https://elteriagame.tumblr.com
Reddit: /r/ElteriaGame
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About This Game

The world of Elteria is fully changeable. You can break it, you can build it. Even with basic abilities you can make holes in the world or create platforms in midair, you can throw your enemy in the wall and there will be a hole! The landscape is your weapon: shape it and use it to your advantage in fights with monsters or players! To make it possible, we use our own lighting-fast voxel engine that was in development for the last few years.

The core principle of Elteria is more game mechanics, fewer numbers. Abilities, artifacts, and enemies - all have different mechanics. The major part of gameplay is Artifact crafting. Every artifact gives you some ability and has its own way of acquisition. Equipment slots differ by the abilities given by the items going in each one, not by anatomical forms.

Players can choose one of many character classes - Callings - which give abilities too! Each has a different playstyle. There are no artifact equipment restrictions, this way many unpredictable and funny combinations can emerge. Players will need to choose artifact sets for different situations. We love to see which combinations of abilities players will invent! We will listen to your feedback and the game will be balanced and improved continuously. Three of callings are already playable and two more in development. You can expect the continuous addition of artifacts and callings.

In Elteria, you have not only the usual MMO or RPG feel, but platformer-like too! The world is made of flying islands, some are large, some are archipelagos of small ones. For ease of movement between them, there are jumper mushrooms, sunflowers, and other fun movement objects. They create a unique platformer feel while remaining a 3D open-world RPG. Some abilities allow you to move even better. Just look at that:

Almost anything you see on the screen is interactive more than in most other games. You can break it, or it wants to break you. Explosions make huge craters and break trees, you can break walls with enemies, mushrooms propel you in the air or on another island, tentacles emerge from the floor and hit you, some plants are mines, some are collectible, and of course, monsters are trying to kill you or do other fun stuff with you!

The game has a deep narrative. The following is the part of the playable character's story.

Your old world was full of misery and injustice, but suddenly strange portals started to appear in cities. You decided there is nothing to lose and stepped in. You found yourself in the lush and magical world of Elteria, filled with peculiar creatures and flying islands! After you finished staring on the massive planet in the sky, the green piglets and another floating island, you notice the large blue crystal, hanging in the air. You came to it, and suddenly, a mysterious projection of a woman appeared and started talking to you! She wants to help you. You don't know her motivation, but she seems very friendly. You have so many questions about this world...

We have also created a backstory of the Elteria World itself, called Elteria Cataclysm. In the game, the narrative will continue to evolve, being mysterious and thought-through.

Elteria once was a beautiful world inhabited by all kinds of people. It was a place similar to Victorian London – bubbling with life and constantly evolving. But everything changed with the discovery of new properties of the very fabric of reality. Civilized world was swept away by Magic Rush – every scholar dived into the new branch of science trying to make a breakthrough.
According to her theory, such object combined with a sophisticated system of gem drainage would allow opening a stable rift between worlds, giving pretty much an unlimited amount of energy. She wanted to create a utopia and to achieve this goal a research group was put together. Thus began the “Magical World” project.

Read the full version

Players have their free personal Home Field. We plan to add large guild spaces. You will be able to build fortresses on islands, and on them you will be able to fight other players, to attack others, or to protect them from PvE events. There will be battlefields and leaderboards, but imagine how fun it will be to battle with other players using all these land-altering abilities!

Your main building tool is blueprints. The voxels are very small and placing each individually would be too slow, but with blueprints, you can instantly create some forms. Yes, you CAN use them in battle! Some BPs are basic forms; some are complex and rare ones even have aura effects on them. I.e., a wall which slows enemies around it. You still need materials to place BP. The material will define structure durability. You can find BPs anywhere in the world, and once you found one, it's yours.

To make full use of voxel world, we are considering adding a separate world with creative mode and no monsters, for players to express themselves fully. We are not yet sure and will evaluate the feedback later.

The visual appearance and style consistency of the game is crucial for us. You already can see day and night cycle, voxel lighting and you can expect continuous polishing of visual style.
We have written an entire gamepedia wiki about Elteria Adventures! If you are interested in detailed information about the game, check it out!

System Requirements

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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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