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:
Winter 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: Winter 2019

 

Recent updates View all (10)

December 16

Problems and solutions with building gameplay

For a long while now our game designer has been racking her brain trying to come up with a new, comfier way of building things in a 3D game world.

Now that we’ve figured it out (more or less), we figured we’d jot down a list of core problems and solutions for them, along with what we detest about the way Minecraft did construction.

The Problems

1. When trying to lay down a continuous series of blocks, you inadvertently run into the issue of not being able to place a block unless there’s something to place it on.

You’re then forced fidget with the camera to resolve the roadblock. Fortnite handles this problem with an enormous grid and automatically adjusting object positioning.

But Elteria isn’t Fortnite, and instead of enormous objects, we’ve got voxels, which on one hand grant higher levels of construction control but on the other, well, cause problems like this.

2. Elteria has no first-person view, which further complicates things when building anything and trying to position blocks just right.

3. Removing blocks is another problem -- not an enormous one, but still frustrating.

The overall goal is to make construction comfortable while avoiding game design contradictions, such as muscling in on digging territory occupied by the Dig ability, which is used to dig into the ground and various natural voxels.

The Solution

We immediately decided that construction during combat was not the way to go, so we’re focusing on out-of-combat construction, allowing players to build houses, huts, fortresses, and various mechanisms, whether on their own or with and for their guilds.

Here’s how it works. Once the player enters Build Mode, he or she summons a wisp that flies out into the game world, with the player’s camera attached to it in the first-person mode.

This allows for faster and more comfortable construction efforts, giving the player the ability to more effectively position and view blocks from various angles.

One thing we did borrow from Minecraft and similar building games is the Block Palette, which allows the player to place voxels, seeds, and blueprints in the game world.

While controlling the wisp, the Block Palette substitutes the player character’s other abilities.

Meanwhile, removing blocks is going to cost energy and have a minor cast time, giving the Dig ability a distinct advantage when applicable.

All in all, these design decisions should smooth out the building experience and even provide the foundation upon which we should be able to implement auto-aligning blueprint use and other additional quality of life improvements in the future.

That’s all for now, but we’ll let you know as soon as new construction capabilities are ready to test out (hopefully within the next month or so), by which point the crafting system should also be ready to go in its initial state.

Cheers!


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December 14

Elteria Adventures Alpha 0.12.1 b108

Welcome one and all to Elteria’s first alpha release! We have started first very closed testing.
Also, take a look at our trailer!

Pre-Alpha 0.11.2 b101 -> Alpha 0.12.1 b108
Features:
  • Added a new server, Alpha 1, where characters start on a random low-level island equipped with a stick and have access to a quest from Anastasia to get their neophyte glove, followed by leveling-oriented activities
  • Added a notification showing the biome name when entering a biome
  • Fixed ability sound effects: you can finally hear everything going on around you!
  • Added logarithmic LOD adjustment
  • Grass will now regenerate as intended
  • Added new slot animations to character sheet interface
  • Added randomization of loading screen backgrounds and music will play while loading
  • Added consumables panel and consumables themselves
  • Apple -- restores 350 health over 5 seconds
  • Watermelon Slice -- restores 10 energy
  • Invincibility Potion -- 1-minute-long buff that prevents death
  • Health Potion -- Restores 1,000 health over 10 seconds
  • Added jar recipes, which drop from bees and boars
  • Added zone name panel, which shows the current biome’s name and difficulty level
  • Added more sound effects
  • Added background music: three different tracks for different biomes
  • Added ability to disable music in the launcher
  • Added loading screen tips
  • Added difficulty levels to islands and configured monster spawn rates accordingly, with players now appearing on Birch Islands set to Easy difficulty
  • PvP is now disabled by default: type in the /pvp command to enable PvP Mode (only players flagged for PvP will be able to damage one another, but all positive effects from players affect all players regardless of PvP status)
  • Chatting with Anastasia
  • Completed dialogues, altered certain dialogue mechanics, and added background music to dialogue screens
  • Anastasia will now tell you how many artifacts you’ve collected and how many you have left to gather
  • Floating Text
  • Damage you deal to enemies is now displayed in white
  • Damage your character receives is now displayed in red
  • Health restored to your character is now displayed in green
  • Health restored to enemies is now displayed in white with a plus sign

Changes:
  • Massive balance changes based on initial feedback from alpha testers
  • Altered all material drop rates and the costs of all blueprints
  • Altered digging and gathering abilities
  • Digging now causes a visual voxel-stretching effect
  • Fixed gathering ability
  • Reworked digging once more
  • Soil and other ground-based resources can no longer be gathered
  • Dying now results in greater losses (though sometimes fewer)
  • Biomes have been renamed into GREEN HILLS, MYSTIC FOREST, CRYSTAL PLATEAU, TENTACLE GROVE, LIANA MADNESS, and TOP HILLS

Optimizations:
  • All textures have been repackaged and compressed, so they now take up less RAM and VRAM
  • Fixed some bugs and completed some optimizations to reduce CPU and GPU load
  • Fixed a problem that was causing the game to consume vast amounts of memory on startup
  • Added a graphical settings drop-down to the launcher
  • Optimized client loading times
  • Optimized client-server capability to process the open game world, including the creatures and objects within it
  • General server-side optimizations
  • NPCs and objects should all behave more smoothly, though this still requires further testing

Character:
  • The Architect’s Stone Punch now restores energy instead of spending it
  • The Architect’s Stone Punch is now much faster with Stone Arms but causes less damage
  • Characters now take on special poses on the character select screen
  • Added a variety of ability sound effects

Artifacts:
  • The Neophyte Glove is now displayed on the character’s left hand and has new animations
  • Added Simple Gem Shards
  • Gem Shards increase the character’s movement speed when picked up
  • Added a Simple Gem Shard recipe
  • Renovated all recipe icons to make it easier to tell at first glance what kind of item the recipe can be used to create

Plants & Monsters:
  • Improved skeletal NPC animations, allowing the skeleton to attack on the move
  • Improved bamboo biome textures
  • Improved Beelemo’s curse ability, added a visual effect and an indicator to let the player know they’re afflicted, and increased the time delay before transformation
  • Improved Beelemos
  • The Beelemo curse is now cast in an area but has a delay
  • The curse and the bee form both last 15 seconds
  • Updated bamboo forest textures

Bug Fixes:
  • Fixed freezing jumping animations and other animation bugs
  • Fixed a bug that caused the server to crash after several hours of uptime
  • Fixed an idle animation bug caused by switching out weapons
  • Fixed a bug that prevented the neophyte glove from performing digging actions
  • Fixed weapon animations for female characters, including sword flight
  • Fixed a bug that prevented abilities from scaling with level
  • Fixed a bug that prevented effects from playing during chunk rendering, lode switching, and installation/destruction of voxels

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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

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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