Starting on December 7th, we’re going to launch a series of XERA: Survival weekend sessions across all regions to ramp up our server stress testing, and to get a wider variety of PC rigs putting our code through its paces.
To find out the time these sessions start, click the map below, or here to see the start time in your current locale.
Additionally, we will be backing up existing players’ data before each weekend starts, then resetting the database so every player starts the Invitational Open Alpha weekend session with no advantage. At the end of the play session, we’ll be restoring your data, so you can continue playing as before until the following week when the process will be repeated.
Where will the fresh meat come from? Well this is where you come in…
If you’d like to get some mates playing the game with you, then please invite them!
Please note, if you are already a Backer and have access to the Alpha, you will automatically have access to the Invitational Open Alpha.
To make it easy for you, there’s a Bot that will generate the invitation for you - Go the to the XERA: Survival Discord server, inside the #invitations channel and type !invite. The Bot will then DM you the message for you to simply cut and paste into a direct message via your favored method (Discord, Twitter, FB, email, however you like!)
The link in the message includes your Discord username to give you credit for inviting people - we’ll be rewarding the most active recruiters! Feel free to customise the message of course with your own additions.
We have a limited number of Invitational Open Alpha keys available, so please invite only your friends you feel will enjoy trying the game out.
You’ll probably have a few questions about the Invitational Open Alpha, so we’ve tried to anticipate a few of these below in our FAQ. But if your question is unanswered here, feel free to ping it back to the team either in the Forums or Discord channel, or directly to tim@spottedkiwi.nz or hit me up on Discord: Infamy#8481.
Invitational Open Alpha FAQ
Do my friends have to pay to participate in the Invitational Open Alpha? No, participation in the Invitational Open Alpha is free provided they are allocated a key. In the event we run out of keys and cannot obtain more, then the only way to participate will be via pre-order, but we (currently) have plenty of keys for the Invitational Open Alpha.
I'm already a backer, do I need to sign-up for the Invitational Open Alpha? No – you will automatically have access to the Alpha – please do not sign-up again for the Invitational Open Alpha.
I am a member of the XERA: Survival community but I’ve not yet pre-ordered or played the game – can I participate in the Invitational Open Alpha? You sure can. Just head to the Invitational Open Alpha registration page and signup.
Hang on – I’m a Backer and now people are getting to play for free?! The keys being used for the Invitational Open Alpha are for that purpose only and will not work once the game enters Early Access. We may make a decision to allow these keys to be used in an Open Beta prior to Early Access release, but this is not yet decided.
Are there any limits on the number of people I can invite? In practice, no, but please don’t invite large numbers or spam groups with invitations. We will monitor invitations and reserve the right not to allocate keys if we feel the invitations have been abused. Please only invite your friends who you think will enjoy the game and have the time to play it on the Invitational Open Alpha weekends.
How are you going to allocate the keys if there are only a limited number? Just before the Invitational Open Alpha weekends, we will allocate keys and email them out. In the event we run out, we’ll order by the date of sign-up. If we get additional keys further down the line, we will also try to backfill if people missed out.
Will these keys work for future pre-release testing? Very possibly – this decision has not yet been made.
Can I stream / take video / screenshots / make GIFs? Yes! Please send us the links so we can give back to you folks for the support you’re showing us! If you are a regular content creator, be sure to check out our creator program.
Will these Invitational Open Alpha keys work once the game goes into Early Access? They will not, no – that would not be fair on the Backers who have pre-ordered the game. We hope if you folks like it, you’ll want to join the pre-order program too. There will be other benefits for Alpha participants to be revealed further down the line, but these will not be discounts on the pre-order price.
There have been many preparations going on behind the scenes over the last few weeks here at Spotted Kiwi Interactive. Today we’re announcing our new Creators Program!
The Creators Program is an opportunity for members of the community to play an active role in creating content that will help to further develop the XERA: Survival player base. Our creators will have the opportunity to work with us to produce quality content for many to enjoy in the form of streaming, creating videos, or other types of content.
Becoming a creator will mean getting access to some great benefits, such as:
Special Discord role and dedicated section
Prioritized communications from Moderators
Ability to participate in promotional events
Access to additional access keys during the Invitational Open Alpha to give away
Get sneak-peaks of upcoming content to pass onto your community
What we are looking for in a Creator:
Ability to stream or create videos for XERA: Survival regularly
To create content that is inspiring to both XERA: Survival players and potential fans
To maintain a professional attitude at all times
We hope that by implementing this program, we can provide you with an opportunity to play an active role in the community’s development.
As of today we are accepting applications for the XERA: Survival Creators Program. If you’re ready to create awesome XERA: Survival content then apply today!
There has been a long wait for this patch, I hope you all enjoy the changes.
Following on from our other announcements, this is the first of multiple planned content updates which we will be rolling out in the coming weeks/months leading up to early access in early 2019.
General
Added proximity looting ("Tab Looting") system to inventory
Map
Large background mountains added
Map extended in each direction to fit more upcoming points of interest
Changed made to Military base in preparation for full re-work next patch
Castle rock settlement re-worked in preparation for new content
General improvements made to road endings
Weapons
Added FN Scar to loot table and supply drops
Added MP5 to main loot table and supply drops
Loot System
Total loot in world increased to 2000, was 1650
Added open-able car trunks, each car now has 3 spawn points in the trunk
Character
Changed ADS time to 0.25s from 0.3s
Fixed a couple issues with aiming and auto-running
Levelling System
Fixed an issue with levels being lost on death
Crafting System
Removed level requirements for crafting (in preparation for Open Alpha)
Explosives
Added C4 ticking noise when placed
Added a second delay after C4 is detonated
Global Inventory
Fixed an issue that caused items to be taken and not added to the global inventory when it's max weight
It's time for another community update as we have been busy getting ready for some exciting news and wanted to give everyone an update on some of our upcoming plans!
Over the past month, there have been a lot of things happening behind the scenes, including the map expansion, new points of interest, and some other exciting things that have been in the works.
We have made a ton of progress, and as we near the next phase of testing and development, we are happy to share some of those plans with you.
Spotted Kiwi Interactive – New Team Member
A very warm welcome to Tim who has joined the Spotted Kiwi Interactive team. Tim has filled a very important spot on the team and will assist with getting us through to early access and beyond.
A few words from Tim:
“Hi everyone, I’m Tim (@infamy8481 on Discord, Infamy in the Forums) and I’m excited to join the Spotted Kiwi team to help out with biz dev and marketing. I’m also investing enough in the company to make sure we get to Early Access in good shape. I’ve been working in video games since 1989… Yes, that old. Formerly of Activision, but don’t hold that against me 😉 Looking forward to getting this bird off the runway early next year!”
State of Development
Development is going well, we are getting a lot of new features ready to be implemented into the game. We are working with various artists and animators to implement different movement modes, such as prone. We are also working on creating more dynamic elements in the game, such as opening trunks of cars to search for supplies and more. We are also working on implementing new guns, the FN Scar will be ready in the next patch. There are still some tweaks needing to be done to the animations for the shotguns, so these may not be ready for the upcoming patch. There will be a new way to travel between safe settlements which we hope to improve based off player feedback – this will be in the next patch.
Map Extension
The map extension is going well, we are working through the implementation of new points of interest and making changes to existing ones to keep the map fresh. The map extension came out much larger than we originally thought – so it is taking a little longer to fill with foliage and other environment details. We plan to release the new map areas in stages, rather than just having empty space. We have been working on some new building types, such as a church and post office – to help break up some of the repetitive building designs we have in the game already.
Invitational Open Alpha Phase
We are pleased to announce that we will be taking the game into an “Open Alpha” phase very soon. This will open the game up to a whole new audience – and you’ll be able to invite your friends to come play alongside you. This will assist with growing the community leading up to early access and push the servers a little harder to help prep for Early Access. More details will be announced shortly.
As always, we invite and appreciate all feedback from you the community. We also want to thank everyone for your support as this project would not be possible without the support from all of the backers and we hope you will enjoy what is to come.
It has been a busy few months, mostly behind the scenes. We wanted to give an update on what has been happening and our plans moving forward.
As XERA: Survival continues to grow we would like to share a few of our milestones that have occurred since the release of the closed alpha. In August, we reached a milestone of over 970 unique closed alpha players! Our social media presence has also expanded including achieving a new record of 1500 likes on Facebook and expanding our Discord community to 1750 members! Without the great community behind the game, we could not have achieved these milestones.
We are extremely excited for the future and hope that you are too! Below are some key points about what has been happening and the plans moving forward.
Upcoming Features
Based off July’s monthly survey we have selected what features to focus on next. Alongside the map extension we are looking at implementing the following:
Missions
Dynamic Events
Weapon and Armour Tiers (Durability)
Map Extension
The map extension is well underway. Joshua has been focusing on the shape of the landscape and also the surrounding area of the map to make it feel more realistic and make it look better in general. This includes putting decorative mountains in the distance, which really helps break up the horizon and gives a really nice feel to the map. We will be focusing on new points of interest to add around the map and balancing it in a way that it will feel more dynamic and bring new elements to the gameplay.
Content Creator Partnership Program
Internally we have been discussing ways of working with content creators directly via a partnership program. As part of the program content creators will gain access to a partners only section on discord and the forums, which has direct access to staff and moderators. Partners will also receive monthly keys to give away to their community. Requirements to become a partner are still being worked on and we are looking forward to announcing all of the details soon.
Server Issues
During the last month Joshua has been investigating a crucial issue with the game servers. This issue occurs when the server process has been running for an extended period of time and stops allowing new connections into the game. After weeks of investigating and debugging it appears that this issue lies deep in Unreal Engine’s core net code. Due to the fact Unreal Engine has been built from the ground up with session based gameplay in mind, persistent long-running servers isn’t well supported. We are currently working on ways around this issue. A possible work around would be to carry out weekly reboots of all the game servers.
New Zealand Game Developers Conference
Joshua attended the NZGDC earlier this month which was a great learning experience. It was also a great opportunity to network with other game developers, artists and studios from around the Oceanic region. There was a lot of discussion regarding the China games market and the cultural differences to keep in mind when expanding to the region. There were many things to take away from the event which will impact XERA: Survival in many aspects, including the way we market the game, the technology we use, and creating a more enjoyable experience for you - the players.
Korean BIC Game Expo
Thanks to our partner Xsolla, attendees of the BIC Game Expo will be able to have a hands on experience with XERA: Survival at the Xsolla booth. We will be providing Xsolla with a bunch of keys which will be up for grabs at the event, so if you are attending look out for the booth!
The Future
There has been a lot of planning and discussion happening internally in regards to the game and what direction we want to take. This includes working on various strategic partnerships, future content updates and analysing the community feedback we have received during the closed alpha. We are working on a public roadmap which will detail what we have planned and when we expect it to be implemented. This provides development transparency which we believe is important as this assists with the alignment of expectations between us and the community.
We are truly grateful for your support and are excited for the future.
General Added support for FPS limiting Aim offset will now control animations on the server, this should fix some hitbox issues with players Moved some quality configurations to a new system for better management Added a logout timer, this will be cancelled if settings menu is closed
Grouping Group system now has tags over team members heads Group system now shows group member's health When a player is out of range, it will no longer show a incorrect bearing
Skill Rating System Skill rating system has been re-enabled Skill rating is now 'rank' based Killing lower ranks will give +1 Killing same ranks will give +2 Killing higher ranks will give +3 Dying to a lower rank will reduce -3 Dying to the same rank will reduce -2 Dying to a higher rank will reduce -1
Leaderboards Skill rating leaderboard is available again
Leveling System Added levels up to 100, adjusted XP required for each level Added an extra check to prevent levels being lost when you die
Lighting Increased skylight intensity, this should make shadowed areas slightly lighter and night also a little brighter (from 0.9, to 1.1)
Inventory / Crafting system You can no longer shred an equipped backpack Fixed an issue that displayed the craft button when you didn't have the ingredients required Fixed an issue that prevented the inventory from being closed when key was bound to a mouse button
Weapons Red dot sight changed to an actual red dot, rather than a holo Reduced fire rate of G-17 (same as the UMP now)
Audio Reduced main menu music volume Weapon sounds will now correctly attach to the gun, so when strafing it doesn't sound beside you
AI AI Headshot multiplier increased to 6x, was 5x A Body shot multiplier increased to 2.5x, was 2x AI will now only limp when below 30% (was 50%)
Items New icon for .223 rounds Added Explosive Chemicals Added Batteries Added Drone Chassis Added Drone Blades Added Electronics Added Scrap Metal
Loot tables Increased overall loot in Redwood Valley to 1650, was 1500 Lowered chance of melees spawning Added new items to main loot table Added military med kit to super robot table Increased chance of AK-47 and L96 from super robot Increased chance of finding Military Med Kits from military spawns
Map Re-worked parts of edwards bay Added new "sawmill" area Fixed an issue with warehouse building un-drawing objects too close Fixed an issue with Redwood tree collisions Fixed an issue with an industrial building's props un-drawing too close Fixed an issue causing black graphical artefacts appearing on Redwood trees when changing between LODs
Global Inventory Global inventory items will now stack quantities instead of adding an extra item Added additional security checks to global inventory system backend
Supply Drop System Flare will now spawn on the ground where the airdrop will land Increased slope threshold to prevent air drops getting stuck Increased distance required to trigger a 'landing' Supply drops will now align themselves with the terrain when landing Supply drops now use tiered loot system Supply drops now give XP to the player who opens them
Localisation Spanish will now appear in the languages list
UI General improvements to many UIs Inventory character will now display equipped helmets Changed label of aggressive, to hostile (and changed icon) Fixed an issue that showed low LODs on equipment Fixed an issue with cloned inventory character showing a blurry outfit Fixed an issue that prevented helmets and armour from being shown in inventory when in first person Fixed an issue with the HUD showing 0HP sometimes Fixed an issue with cloned inventory character displaying wrong outfit when in a group Fixed an issue with level bar anchoring in the wrong position of the screen and going off-screen Fixed an issue with fullscreen mode not starting correctly when game is launched
IMPORTANT NOTE:
From this patch forward, game clients will now store logs of your play sessions, this is crucial for identifying crashes and other issues. If you experience a crash after this patch goes live, make sure to submit your log files with a bug report. Read how to find your logs here: https://forums.xeragame.com/topic/2650-finding-your-game-log-files/
We are announcing the first wipe of the closed alpha, this will happen before the next patch on Friday 13th of July. This is due to a major patch that will contain many changes to the game.
What will be wiped: - Global Inventories - Skill Ratings - Experience / Levels - Player positions and current player equipment - Kills / Deaths
So make sure to use up all your items before the wipe (clean the cobwebs off those snipers)! See you all in-game.
We are almost two weeks into the Closed Alpha and we have had an extremely smooth start. Servers have been constantly stable and we are very happy with how the game is performing on player's machines.
Players have seen a total of 7 patches go live in the two weeks of closed alpha with important bug fixes and also new content.
If you are interested in joining us in the closed alpha, you can get instant access by backing the project on our website
We also invite you to join the community and participate in discussions on our discord and forums
We are really excited for the future, and with your help we will build a great game.
Below are the patch notes for the last two weeks.
Regards, Spotted Kiwi Interactive
Patch Notes #1
- Item System Added 1 second delay to picking up items Item quantity will no longer display when looking at an item if the quantity is one
- UI / Inventory Fixed an issue causing weapon attachments right click menu to not show Fixed an issue causing weapon attachments to not be drag & dropable Fixed an issue causing right click menu to clip off the screens Added alert when not enough weight in backpack when pulling items from global inventory General improvements made to global inventory interface Mouse will now be centred in the screen when inventory is opened Inventory preview character moved to a cloned actor, rather than a live display Added drone controls to settings menu Inventory Items can now be consumed by double clicking them
- Main Menu Screen Modified main menu background scene Added new main menu music Added new loading screen Improved blending / fading of main menu music
- Air Drop System Added player count requirement (5) to trigger an airdrop (Won't deploy on empty servers)
- Weapons Added .223 Rounds Item Changed AR-15 Required ammo to .223 Added burst fire system Glock now has burst fire mode Fixed an issue with Desert Eagles ADS not aligning where bullets are meant to go A sound is now played when fire mode is changed Melees can now hit multiple targets in one swing, up to 4 targets per swing Weapons no longer auto change slots when picking up another weapon if you already have a weapon
- Medical Slot no longer changed when using medical supplies in your medical quickslot
- Map Fixed AO artefacts on tunnel model
- Graphics Added water affects when a player is walking through water Reduced sun's bloom
Fixed an issue causing global inventory to refresh when picking up items when not visible Optimised Day/Night cycle to better handle shadows to prevent doubling draw calls when transitioning between day and night
- Weather System Reduced default fog density Increased default cloud density Increased cloud movement speed Added cloudy weather condition Improved audio transitions Added weather volume to 'game volume' multiplier Weather no longer hard resets on death, instead stays persistent and moves weather affects to new character Weather effects now display while in drone
- AI Fixed an issue where the AI would not play an attack animation, but still hurt you
- Door System Improved directional detection for when it selects which direction to open Fixed an issue which allowed guns to shoot when clipped into a door
- Animations Implemented 'Sync Groups' to help sync foot positions when switching between animations Added crouch firing animations Fixed an issue causing head to be shown when ADS with G36 Improved crouch movement animation speeds
Patch Notes #1.1
- Fixed an issue that prevented items to be picked up when pickup button was changed - Fixed an issue causing global inventory max weight to be stuck at 50kg - Increased base global inventory weight to 100kg - Increased global inventory weight multiplier (50kg to 75kg) per level - Increased silenced weapon attenuation distance - Weapons with silencers now deal 20% less damage - Portuguese Language should now work correctly
Patch Notes #1.2
- Additions Added aggressive system, any time you do damage to another player a 8 minute timer will start, you won't be protected in a safezone for this time. Aggressive status will change a players name to red when looking at them Aggressive players can be killed inside the safezone with no penalty to the killer. Skill rating system applies as normal too. You will only receive the aggressive status if you attack someone without one. You will not be marked as aggressive if you damage someone who is already aggressive. Added compass to top right of HUD Added current level to the HUD Updated map picture You will now receive spawn protection when changing servers Adjusted XP requirement for higher levels Reduced global inventory multiplier for levels to 50kg per lvl (was 75kg) Added additional check when a player leaves the server to make sure player character is actually destroyed You can now add scopes to an AR-15
- Bugfixes Fixed an issue causing chat colors to display incorrectly Fixed various issues in Redsville City
Patch Notes #1.3
Fixed an issue with inventory screen getting stuck when a player dies while using the global inventory Fixed compass to correctly show NE and NW (was flipped) Fixed an issue preventing the last bullet to not register Fixed an issue that allowed players to craft items without being the required level Fixed an issue with office building props drawing too close Fixed an issue with a collision on one of the houses in Redsville Removed footstep occlusion (would reduce footstep sounds if it was blocked by a wall) as it was producing very quiet footsteps Fixed an issue with shop door collision Fixed an issue with a residential house not allowing players to pickup items from the roof Fixed icon for light plated armour Fixed an issue with item pooling system that caused random items to give you extra ammo Updated south farm with more loot spawns and props Updated various spawn points, added more spawns on the west side of the map Reduced main menu music volume Fixed an issue where you could see players in a bush on lower settings Reduced each region to 4 servers per region Reduced exploding robot's damage radius from 9m to 7.5 Reduced regular robots run speed to 600 from 650
Patch Notes #1.4
- General Increased amount of players shown on leaderboard to 15 Added military roadblock to Rockdale (has military loot) Disabled skill rating system until further notice Lowered air drop notification volume to 30% from 100%
- Loot table adjustments Reduced L96-A1 drop rate on main loot table Reduced L96-A1 drop rate on air drop loot table Reduced AK-47 drop rate on air drop loot table Added military backpack to air drop loot table Added light vest to air drop table Removed suppressor from main loot table Added suppressor to air drop loot table Added suppressor to military loot table
- Bugfixes Fixed an issue causing bindings to not display on other languages Fixed collision on car door Fixed an issue with apartment building's collision that allowed grenades to fall through the floor
Patch Notes #1.5
- General Apartments now have a fire escape on the back Increased prop draw distance in the apartments to prevent pop-in Fixed an issue causing incorrect chat colors to display (hopefully) Added loot spawns to an industrial building You can no longer fill bottles inside buildings while it's raining (was implemented last patch but forgot to include in the patch notes) Hunger and thirst will no longer deduct when inside a safe settlement, instead it will slowly regenerate Game will now display an 'updating' message when the game will be coming down for a patch Fixed 2 industrial buildings that drones could fly through You will now gain 1xp per item picked up from spawn points and AI drops
- Audio Added mute VOIP control, CTRL + M Increased footstep sound to 60% (was 40%) Increased grass footstep sound Increased dirt footstep sound Increased gravel footstep sound Increased metal footstep sound Changed gun shot attenuation settings, should help with figuring out how far a player is
- Level System Adjusted XP required for levels New max level increased to 35
- UI Added the weight that an item is using to item tooltip Changed the way players are displayed on the player list Fixed an issue with right clicking items and the menu quickly closing Fixed an issue with survived time showing an incorrect time on main menu Added aim sensitivity setting
- Loot tables Increased the spawn rate of 9mm ammo
- Weapons Fixed G-17 iron sight to line up correctly Reduced G36 base damage to 12% (was 14%) Reduced AK-47 base damage to 15.5% (was 17%) Reduced Desert Eagle base damage to 15% (was 18%) Increased UMP base damage to 10% (was 9%) Decreased AR-15 fire rate to 0.12s delay per shot Reduced damage of AR-15 from 15% to 13%
- Global Inventory Increased global inventory max weight to 1400kg
Patch Notes #1.6
- General Spread will now be applied when the player is jumping
- Map Added explosive props to medical building
- Items Added Military First Aid kit, heals 60% damage with a 12s cooldown Changed First Aid Kit's icon to a civilian first aid icon Added weight to 223 rounds (now 4g per bullet) Added gauze to main loot table Increase bandages chance of spawning on main loot table
- Loot Tables Removed C4 from main loot table Reduced C4 spawn rate on military loot table Added military first aid kit to military loot table
- Localisation Added Spanish localisation Updated Chinese translations Updated Japanese translations
Patch Notes #1.7
- General Increased freelook sensitivity multiplier to 0.75 (was 0.6) Fixed an issue that prevented passive healing to work inside safe settlements Moved mute VOIP to ALT + M Main menu should no longer show black bars on smaller resolutions Fixed an issue causing players to login with their level at 1
- Grouping Group system has been implemented (Just damage reduction, outfits and compass directions for now) You can invite other players by right clicking their name and selecting 'invite to group' On group invitation you will receive a notification on the top left of the screen. Press 'Y' to accept this When accepted your outfit will change to match the group leaders outfit While in a group you will receive 60% less damage from group members Groups remain even on death, so you do not need to re-invite players You can leave a group by right clicking on your own name in the player list and selecting 'leave group' You can disable group invitations in the game settings
- Inventory / Crafting system You can now shred backpacks for cloth
- Weapons Fire rate of UMP reduced Reduced UMP clip size to 25 (was 30) UMP renamed to UMP-9
- AI Moved arms to 'body' damage multiplier Added neck to 'headshot' damage multiplier Increased 'body' damage multiplier to 2x (was 1.5x) Reduced movement speed to 550
- Aggressive System Fixed an issue causing aggressive time to become negative
- Air Strike System Bombing will now wait 15 seconds after the sirens start (was 5 seconds) Air Strike duration reduced to 30 seconds (was 40 seconds)
- Items Reduced weight of 223 rounds to 0.025 from 0.04
- Loot tables Reduced chance of finding heavy armour in air drops Reduced chance of finding C4 in air drops Reduced chance of finding heavy armour on military loot table Increase chance of finding light plated armour on military loot table
- Protection Heavy Vest Protection increased to 18% (was 15%) Light Plated Armour increased to 12% (was 10%)
- Map Increased night-time brightness to 0.5 from 0.45 Re-worked windows in hospital building, you can now shoot through all windows Small residential fences in Redsville are now a little smaller to allow players to jump over Residential area on Redsville general improvements / additions
- Global Inventory Added 'backpacks' filter to global inventory
- UI Optimised the global inventory for lower screen resolutions Fixed an issue with disabling chat setting to untick itself when re-opening settings menu
- Throwables Reduced the spawning grenade delay to better match the animation Fixed an issue allowing players to glitch animations by exploding a grenade in the safe settlement