We want to thank you for your patience as we confirmed the date that XERA: Survival will be going free to play. Today we received confirmation that the game will be changed over to free to play on Thursday, July 8th at 10:30AM PST. As a thank you to all current owners of the game, you will be granted the Founders Package DLC which will include a full assortment of Alpha Titan skins for each weapon and the drone as 18 Season 4 Premium Skin Crates.
We are very excited to see the community expand and appreciate your support. There are many great things to come and this is just the beginning!
In this patch we have addressed several balancing issues as well as implemented fixes for some community reported bugs. We appreciate everyone reporting things you find to us and please continue to do so via our bug report form located at https://forms.gle/zNQ8VhjH7LvvaMt17.
Also we are aware that some users are experiencing longer than normal patch times. We are looking into this issue and are working towards a fix.
Update: We are aware that land claims and other objects cannot be placed in water, this has been fixed internally and will be pushed in the next patch.
Patch Notes
Config / Input
Fixed an issue that prevented key rebinding to not save correctly
UI
Reduced size of group tag text and icon Player counts will now display on server list
Crafting
Reduced XP given for various recipes
Base Building
Furnace can now be picked up when empty New security checks for placing objects implemented
Events
Reduced xp of radio tower jammers from 50xp to 15xp Reduced completion xp for radio towers to 50-100 (was 100-200)
Developer Note: Radio tower supply drops will be moving to a nearby spawn instead of random in an upcoming patch, these changes are to reflect this upcoming change.
Vehicles
Increased vehicles spawns from 12 to 18 Increased fuel consumption by 50% Vehicles that despawn will now empty their storage onto the ground before despawning Vehicles inside land claims will now despawn after 3 hours of inactivity
Foliage / Resources
Experience will now be given when the resource is completely depleted rather than after every hit Experience from rocks and trees is now 2-5xp Experience from bushes/mushrooms is now 1xp
Developer Note: Resource harvesting has been moved to a new experience system and XP rates will be adjusted in next patches based off internal experience data.
Vendor
Various vendor pricing changes made for balancing purposes
In this patch we have made several small bug fixes that were affecting players base on player reports. We appreciate everyone's feedback and bug reports and encourage you to keep sending us any issues you encounter! The bug submission form can be found at https://forms.gle/zNQ8VhjH7LvvaMt17
Patch Notes
Base Building
Fixed an issue that caused storage containers to not save its contents correctly Disabled socket checks on floors that caused stairs to dismantle unexpectedly Updated stone/metal stairs collision
Map
Removed background mountain foliage that was affecting FPS Removed collision response on background mountains that was preventing base parts being placed in the north region of the map
We are aware of keybinds not saving when you exit the game. This was due to additional security added to prevent the modification of config files and will be fixed next patch.
We have identified the issue that caused the unplanned maintenance period this morning. A fix has been put in place and the servers are back online. Due to the impact to the master server, there may have been some progress lost from the past 1 hour. Some users may have experienced some items from storage containers that would have been lost during the outage. Our team is looking into this, however at this time, it is unknown if the loss of data for some storage containers that were impacted can be restored.
We appreciate your patience during this outage and do not anticipate and long term impacts or further outages at this time.
We hope you've enjoyed the start to Season 4 and appreciate everyone's feedback so far! It's been very exciting talking with the community in game and based on community feedback and your reports, we are making some adjustments to some of the most common concerns as well as deploying several bug fixes.
Patch Notes
Character Spawning
New players will now spawn randomly instead of at the safe settlements Updates will no longer trigger safe zone spawns, instead will keep players where they logged out before the update
Loot / Containers
Increased world loot scale from 1800 - 2000 to 2100 - 2400. Increased chance of loot in ammo containers to 40% (was 25%) Increased chance of loot in military container to 35% (was 25) Increased chance of loot in low military containers to 65% (was 40%) Increased default spawn rate of containers to 35% (was 25) Reduced min/max rotation time of loot to 10-25 minutes (was 15-35 minutes)
UI
Added coordinates A-H/1-8 to the map image
Throwables
Fixed an issue with prediction system not detecting base parts
Map
Adjusted railway tracks collision to help vehicles navigate over more easily Added more military crates to road blocks Added military roadblocks to towns and cities Added more military crates to military base and airport Fixed various map bugs
Loading Screen
Added 120 second timeout on loading screen to fix any instances where players cannot load in
Base Building
Added large storage container, max slots 30, max stack 500, 500HP Added collision check for closing perimeter walls (cannot be closed with players or vehicles in the way) Reduced log requirement of metal bars to 2 Reduced log requirement of silver bars to 4 Reduced log requirement of copper to 4 Reduced log requirement of sulfur to 3 Added furnace burning effects when logs are being consumed You can now pick up empty storage containers
Vehicles
Increased default health of Buggy to 300hp (was 200)
Resources / Foliage
Increased chance per hit to gather resources to 70% (was 40%) Increased amount of resources gathered from trees to 3-10 (was 2-8) Increased amount of resources gathered from rocks to 4 - 9 (was 3 - 8) You will now get 1-2 experience per resource gathered
Items
Added tooltip for improvised hammer Updated model and thumbnail for cooked fish and small fish
Main Menu
Added additional check for failure to play intros causing black screen on load for DX11 users
As always, keep that feedback coming as we read every message sent in our official discord as well as steam forums and reviews! We do expect to continue making balance changes over the next few days so your feedback is important. Also if you do encounter any bugs, be sure to submit a bug report using the following link, https://forms.gle/zNQ8VhjH7LvvaMt17 so it can be assigned to one of our team members.
We hope you've enjoyed the start to Season 4 and appreciate everyone's feedback so far! It's been very exciting talking with the community in game and based on community feedback and your reports, we are making some adjustments to some of the most common concerns as well as deploying several bug fixes.
Just a reminder you will spawn at a safe settlement after a patch. We intend on implementing a system in the future where you will spawn back at your base when we update - apologies for any inconvenience.
Patch Notes
Servers
Increased maximum server capacity to support 40 players (was 30) - This is experimental. Please report any rollbacks or issues via the bug report form
Map
Fixed an issue with Civilian Bunkers and Helicopter Crash sites blocking players from shooting
Vehicles
Removed damage from despawning vehicles Vehicles will no longer despawn inside of a land claim (they will still be destroyed on server reboots) Vehicles that don’t despawn at bases is limited to 1, if you have more in your land claim, other vehicles may be despawned - so be careful having multiple around your land claim Increased amount of vehicles allowed to spawn per server to 12 (was 8) Increased amount fuel restores to 50% (was 35%) Reduced rate of fuel burned by 50%
Character
Increased character movement speed multiplier with melee/fists to 1.2x (was 1.1x) Reduced hunger / thirst deduction rate
Crafting
Increased max queue to 9 items (was 5)
UI
Updated inventory quick slots to represent the keyboard number to press
Containers
Fixed an issue with pincoded camp fires not functioning correctly
Crafting Workbench
Workbench will now correctly update crafting requirements
Loot
Weapons found from loot spawns will now spawn with the max clip size instead of a random value
X-Coin
Purchasing X-Coin will now check if Steam Overlay is enabled to prevent locking of purchase screen
As always, keep that feedback coming as we read every message sent in our official discord as well as steam forums and reviews! We do expect to continue making balance changes over the next few days so your feedback is important. Also if you do encounter any bugs, be sure to submit a bug report using the following link, https://forms.gle/zNQ8VhjH7LvvaMt17 so it can be assigned to one of our team members.
First things first, we want to thank you so much for being patient while we worked towards the release of Season 4. As a community you guys have been absolutely amazing during this time and it means a lot to the team. As of the release of these patch notes, we are still waiting for the full transition to free to play and the moment free to play has been enabled for our store page, we will be granting all owners of the game the founder’s package. We currently have an open ticket for Steam to enable free to play and are hopeful that it should be enabled within the next few days. While we wait for F2P to be enabled we are running a final 90% sale for anyone that wants to jump in early!
Base Building
One of the biggest new features coming for Season 4 is our new base building system!
Our base building design will require resource gathering, which means we have implemented a destructible environment system that will allow for the gathering of wood, rocks, and other resources. By default Unreal Engine does not support this very well so in order to achieve a destructible environment that will scale to the size of our new map (64km2), we had to modify the engine. Resources that have been harvested will respawn after a certain amount of time, and regions on the map will be specialized in certain resources that are generated within each area.
Wood can be harvested from trees with an axe, boulders can be harvested for ores and rocks with a pickaxe. A furnace is used to smelt ores into bars, which then can be used to craft other items or upgrade your base, or be sold to the vendor.
We’ve overhauled our placement system which was previously used for other deployables such as sandbags and turrets. The new system includes a snapping system, which allows for base parts to easily snap together.
Each base part will have individual health and will need to be maintained as bases decay over time. Base parts are also individually upgradable, with 3 tiers - Wood, Stone and Metal.
The base building system is separated by two separate types of components, base parts and perimeter parts. Base parts, such as foundations, walls, floors are used to create your base. The perimeter parts, such as walls and gates are used to surround your base to add extra protection.
Other objects such as storage containers, work benches, and more will also be available to place inside and around your base. Defense objects, such as punji sticks can also be used to protect your base against raiders.
Note: At the time of this release we have disabled base decay while the system is being debugged. We plan to release the decay system very soon in an upcoming patch.
New Map
Complete with newly designed towns, a destructible environment, and other points of interest, our new 64km sq map provides players with plenty of opportunity to claim a portion as their new home! All points of interest have been completely designed from the ground up to give players plenty of new areas to explore as well as provide for intense pvp combat situations. Our loot tables have been redesigned and implemented to specific containers to allow for a wide variety of different loot types to be found throughout the map. Military areas are protected by XOIDS and contain opportunities for high tier gear to spawn, but be prepared, the XOIDS have become stronger than their previous humanoid counterparts! With global events spawning throughout the map, there’s always going to be something happening and you never know when you might run across someone’s base! Be prepared, gear up, and discover the world!
Character Customization
Hey good lookin! Season 4 brings one of the most anticipated and requested features, character customization. Customize your character to your own groovy style, or go for that rugged look! The choice is yours! Our character customization system includes 2 different body types, an assortment of skin tones to choose from, tons of hair styles, facial hair, and a full palette of hair colors to give you a unique look from others in the game! Upon your first time logging in, you’ll be prompted to create your character’s appearance. We have also included in game character clothing that can be earned by progressing through the Season Pass! What’s your style?
Missions System
With the release of Season 4 comes our all new Campaign Missions! The campaign missions will be a progressive system, which will allow players to be introduced to in-game mechanics, as well as reward them with in-game gear and more. Campaign missions will start out very simple and increase in difficulty as you progress from one tier to the next. With over 70 different missions to complete, you’ll always have a goal to work towards! We have plans for additional missions in the future as we work on expanding this system even further.
Season Pass/X-Coins
Season 4 will include our all new Season Pass and Premium Season Pass available to all players. The Season Pass will be tied to the player’s character level and offers a vast assortment of cosmetics, weapon skin crates, and more! Rewards will be granted to all Free-to-play players every few levels as they progress. Our Premium Season Pass is full of value and available for purchase with the all new in game currency, X-COIN.
Season 4 Patch Notes
New Features
Implemented Base Building Implemented New Map (Old map was 16km sq, New map is 64 km sq) Added new 2-person buggy vehicle Implemented Campaign missions system Added rifle/smg extended mag (+15 capacity) Added new pistol suppressor Implemented destructible environment for trees, rocks, and more Added Season Pass Implemented in game premium currency system: X-coin Implemented Season 4 skin crates and removed Season 3 skin crates Implemented new XOID AI models replacing the old humanoid model Implemented full character customization and clothing system Added Clothing Skins as steam items - Clothing skins can be earned via the Season Pass Added new craftable items Added new pickaxe Implemented many new buildings and assets throughout the map Implemented slot based storage container system Implemented new character models for Marquet, Grace, and Helicopter Pilot Added wild deer - These are experimental and still a work in progress
Equipment
Hammer is now an equipable item and can be used as a melee. The hammer is also used for base part management by selecting it as your equipped item and right clicking to cycle through options. Options for base management include repairing, upgrading, setting pin codes, and destruction. Hitting a base part with the hammer will also repair base parts consuming resources from the player’s inventory.
Player
Dying will no longer remove experience Respawn timer added to allow players to respawn at their sleeping bag in their base (30 second cooldown the first time you respawn, 400 second cooldown each time after your first respawn) Reduced the amount of XP needed to level up between levels. Level 100 now requires 500,000 XP to achieve (was 813,000) Increased the amount of cash granted on leveling up Removed skin crates being granted when leveling up Player data is now saved to the server the player has joined. Currency will still transfer globally across servers. Items that are on a player will stay on the server that player picked them up on unless transferred via the GI
Player Inventory
You can now swap items position in the inventory by dragging it onto another item
Combat
Disabled hitmarker in first person
Backpack Weights
Increased default (no backpack weight) to 25kg (was 15kg) Increased Satchel to 35kg (was 25kg) Increased Small Backpack to 40kg (was 30kg) Increased Adv. Small Backpack to 45kg (was 35kg) Increased Medium Backpack to 48kg (was 38kg) Increased Adv. Medium Backpack to 55kg (was 45kg) Increased Large Backpack to 58kg (was 48kg) Increased Adv. Large Backpack to 65kg (was 55kg) Increased Military Backpack to 68kg (was 58kg) Increased Santa Backpack to 60kg (was 50kg) Increased Adv. Military Backpack to 80kg (was 70kg)
Weapon
Fixed an issue with double shooting effects on local players
Grouping
Group limit increased to 6 Group tags will now hide when HUD is hidden Added 2 new colors to group system Added kick from group to player menu
Sights
Increased zoomed FOV on holographic sight Increased zoomed FOV on red dot sight
Server List
Server list will now display the time you last played on that server
Skill Rating
Changed default skill rating to 0. Max Skill Rating 2000
AI
Fixed an edge-case issue of AI spawner getting stuck in respawn cycle Removed old humanoid models and replaced with new XOIDs Improvements to optimization of AI NPC Characters
Audio
Increased maximum amount of sounds that can play at once (fixes sounds cutting out) Added localized audio to specific areas of the map Weather sounds are now reduced when under a roof
Crafting
Tools will now automatically destroy when reaching 0 durability Most craftable items now require you to be in proximity to a base workbench Multiple new crafting recipes added
Throwables / Explosives
Support for multiple placement of C4 added (5 max at a time), detonation will detonate all placed C4 C4 Will now despawn after player that placed them logs out of a server
Vendor
Reduced level discount amount on purchasing items Reduced level bonus for selling items Adjustments made to most vendor items including new selling and buyback values All items except special holiday event items can be sold to the vendor Removed all crafting components from the vendor’s selling table Removed AK-47, VSS, SVG, and L96-A1 from the vendor’s selling table When selling items that are equipped to the vendor, the vendor will now buy the item that you drag to the center - Previously there was a bug where the vendor would take a duplicate item from your inventory causing people to sell the non-equipped item instead. PVE server vendors will now only give half the amount they would normally give on PVP servers to players when selling items at the vendor Fixed an issue causing the vendor to calculate the incorrect prices for some items
Localization
Language options are experimental and will continue to be updated as content is updated. Not all languages have been fully translated, however they will be over time.
Global Stash
Global Stash disabled on PVE servers Global Stash capacity reduced (level 1 starts at 30kg - was 100kg, level 100 maxes at 200kg - was 3000kg)
Transporter
Increased price of riding helicopter to 500 (was 50) Voting is now safe zone based, instead of selecting a specific path Changed POV when flying in the helicopter
Environment
Day/Night cycle changed to 40 minutes for daytime and 20 minutes for nighttime (was 50 minutes for daytime and 10 minutes for nighttime)
Animations
Fixed an issue causing pistol crouch animation to show when swapped to melee
Commands
Removed /outfit command
UI
When dropping a split quantity in the inventory, you can now press enter to drop instead of pressing the drop button Reduced size of squad list Fixed an issue with markers overlapping map key Improved player list UI Improved crafting menu UI Added missions UI Improved Inventory UI
Loot
Loot tables have been updated for the new map Added multiple new loot tables specific to each type of XOID Added specific loot tables to specific container types found throughout the map. Added new ammo boxes to various areas of the map
Bug Fixes
Various bug fixes implemented - too many to list Multiple optimizations for server and client performance
Final Notes
It's been a long few weeks and we're here to support you all as a community. We have tested everything thoroughly, but do anticipate that some bugs can and will crop up, and let's face it, there's no games out there that are 100% bug free. If you do encounter any bugs, please be sure to submit a bug report using the following form: https://forms.gle/zNQ8VhjH7LvvaMt17
We're looking forward to a busy time for everyone, and truly hope you enjoy playing. Your feedback and ideas are what will continue to drive development and we will be reading everyone's feedback. Feel free to let us know if there's anything we can do better by joining our discord at https://discord.gg/xera and let's all have a wonderful time playing during Season 4!
We’ve made the difficult decision to delay the launch into Free to Play that we had previously announced would be May 27th.
We just need a little more time to test and optimize the game given the larger map and many new systems in play and expect to launch Season 4 in June.
The good news is, there’s no cause for concern as we want to make sure the game is stable and provides a user experience that meets the expectations of everyone.
For this reason, we’ll also be remaining in Early Access for a little longer after the launch of Free to Play to make sure we are able to quickly address any issues that might crop up as we scale.
We understand that you may be disappointed that we were unable to launch this coming weekend and we appreciate your patience. This delay will allow us to bring you the best possible experience, which in the long run will be better for everyone.
For the latest information and to see more sneak peaks of what we're working on, feel free to join our discord at https://discord.gg/xera. Our team will be posting more previews of upcoming content in the #art channel.
After much planning and preparation, we’re excited to announce that XERA: Survival will be moving to Free to Play alongside the launch of Season 4 - with a range of new features and content. NOW you see why we’ve been so busy!
This decision will have a positive impact on the game by opening up access to a much larger audience with no barrier to entry. The community experience will improve as the server populations grow and it allows us to get more feedback from a wider variety of players to help influence the direction we develop XERA: Survival in the future. Our scalable, robust technology will allow us to grow rapidly with the increase in our audience.
We would like to extend our thanks to everyone who has supported us throughout Early Access. All those who have activated a key or purchased the game right up until the exact moment we go Free to Play and launch Season 4 will be granted The Founders Package free of charge. This will include a variety of goodies including the Full Alpha Titan Skin Set and a bundle of Season 4 Premium Skin Crates worth more than the original selling price of the game.
We are super excited for the future, and hope you are too! Be sure to check out our most recent development blog which showcases the major features arriving with Season 4, including base building, a whole new map designed from the ground up, and more! As always, feel free to connect with our team via Discord for the latest updates and sneak peeks.
FAQ:
When will XERA: Survival be hitting F2P? The game will be available for free when we launch Season 4 on May 27th.
Will development continue after F2P launch and the game exits Early Access? Yes. The team has no plans to stop development of XERA: Survival. By moving to F2P, it will enable an influx of new players who can provide ideas and feedback for future updates.
What will happen if I purchase the game before Free to Play launch or if I have purchased it in the past? You will receive the Founders Package with unique skins and a bundle of Season 4 Premium Skin crates valued higher than the original selling price of the game.
Are you ready for the influx of new players when you go F2P? Our technology is highly scalable and we will have servers ready to spin up as needed in our locations around the world.
Can I receive a refund? Refunds will be granted based on Steam’s own guidelines. Remember, all owners will be receiving the full Founders Package.
It has been some time since we have showcased the development progress, and with everything moving so quickly, we wanted to take time to show off some of the hard work happening behind the scenes! As many things have been changing and improving, we wanted to hold off until we had some time to showcase some upcoming features in a more polished state. Our team has been hard at work and we are very pleased with how internal testing has gone so far and are happy to share some of that progress in this development blog!
Base Building
One of the biggest new features coming for Season 4 that we’re excited to share more information with you on, is our new base building system!
Our base building design will require resource gathering, which means we have implemented a destructible environment system that will allow for the gathering of wood, rocks, and other resources. By default Unreal Engine does not support this very well so in order to achieve a destructible environment that will scale to the size of our new map (64km2), we had to modify the engine. Resources that have been harvested will respawn after a certain amount of time, and regions on the map will be specialized in certain resources that are generated within each area.
Wood can be harvested from trees with an axe, boulders can be harvested for ores and rocks with a pickaxe. A furnace is used to smelt ores into bars, which then can be used to craft other items or upgrade your base.
We’ve overhauled our placement system which was previously used for other deployables such as sandbags and turrets. The new system includes a snapping system, which allows for base parts to easily snap together.
Each base part will have individual health and will be destroyed if it’s supported by other base parts; for example a wall or roof that has no other supports will also be destroyed. Base parts are individually upgradable, with 3 tiers - Wood, Stone and Metal.
The base building system is separated by two separate types of components, base parts and perimeter parts. Base parts, such as foundations, walls, floors are used to create your base. The perimeter parts, such as walls, gates and platforms are used to surround your base to add extra protection. Base parts will only snap to other base parts, and perimeter will only snap to other perimeter parts.
Other objects such as storage containers, water collectors, and more will also be available to place inside and around your base. Defense objects, such as punji sticks and turrets can also be used to protect your base against raiders.
Missions / Campaigns
One of the biggest new features for Season 4 will be the new Missions and Campaigns system. As we talked with a lot of community members, one of the biggest challenges in the game’s current state was finding a way to give people a better sense of progression and sense of accomplishment. By dedicating time and putting substantial work into the missions system, we hope to help address some of these concerns from the community as well as give players more ways to progress through the game and learn about features they may not be aware of.
The missions system has been split into 4 categories, each with varying mission types and objectives. Mission objectives will have a large variety of objectives including item collection, resource gathering, NPC / Player kills, crafting, building and more.
Mission System Categories
Daily - Daily missions will rotate every 24 hours. Each daily mission will give specific rewards for completing the required tasks.
Vendor - Vendor missions are objectives that a vendor may ask you to complete, finishing these missions will grant vendor reputation and your vendor reputation will provide discounts for purchasing and increased buy-back values.
Field - The field missions can be activated by completing events on the map, including radio towers, compounds and reactor events. These missions are optional and can be rejected if you don’t wish to complete them. For field missions, you will have a limited amount of active missions that can be progressed through at the same time.
Campaign - The campaign missions will be a progressive system, which will allow players to be introduced not only to in-game mechanics, but also will challenge players by rewarding them for their time spent completing the missions and granting rewards that enable them to continue progress through the Campaign. Campaign missions will start out very simple and increase in difficulty as you progress from one tier of missions to the next. Rewards from these missions will include things such as gear, in game currency rewards, experience, and more.
Changes to Server Character Data
In order to accommodate balanced cross-server gameplay we have decided to change the way characters travel across servers. You will now have a unique character on each server, with its own inventory, core stats (health etc), and location. Global stats such as currency, skill rating, experience, level and mission progression will still be shared across all servers. In order to transfer loot between servers, you must use the global stash which is in the safe settlements.
PVE Server Changes
We’ve also made some changes to how PVE servers will work in order to create balance. Firstly, the global stash will be disabled on PVE servers - meaning you can no longer transfer loot from the PVE servers onto PVPVE servers. You must build a base to stash your loot. Raids on bases will also be disabled. Vendors in safe settlements will still be enabled, however buy-back values will be reduced by 50%. Your character’s global stats such as currency, experience, level and mission progression will still be shared across all servers.
Character Customization
Connor has built the new character system from the ground up, with brand new base models. You will be able customise your body type (masculine/feminine), face type, skin tone, hair style/color, eyebrow style/color, eye colour, beard style/color.
Mikhail and Connor have also worked extensively on the clothing system and you will be able to customise character with various tops, pants/shorts, gloves and footwear.
New Humanoid Design
Connor has completely redesigned the humanoids, and they are now called Xoids! We have the all new standard Xoid, Stalker, Flamer and the Heavy.
Standard-Xoid
The standard humanoid will be replaced with the new updated Xoid. Xoids will be common around the world and will spawn with various visible serial numbers which will indicate their stats - such as health and strength. Be sure to use those binoculars to see what you’re up against.
Stalker-Xoid
The new Stalker Xoid will be replacing the old stalker humanoid, similar to the old design - it’s fast, agile and now packs some nasty swords for arms. You’ll want to look out for the blue glow as once it’s locked on - there’s no running from it!
Flamer-Xoid
The new Flamer Xoid will be replacing the exploding humanoid. Packed with a flamethrower - you’ll want to keep your distance from him! Strategically take the Flamer down around other Xoids, as it will explode and cause blast damage against other enemies.
Heavy-Xoid
The new Heavy Xoid will be replacing the “Green-eyed Boss” humanoid, it’s heavy, strong and will pack a mean punch. Vulnerable areas are covered in armour, which will need to be destroyed to expose the weak points.
New Map
The new map is coming along really well. Erekose has created the layouts for all the new towns and cities - ready to be filled with loot and Xoids! The traditional events such as radio towers have been placed around the map, as well as the reactor compounds and regular compounds.
New Buildings and Assets!
Karan has been working on a bunch of new buildings, including skyscrapers for the large city and a large mall! There’s a lot more in the works that will be in the new map as well.
Tester Applications
Want to get involved with the development of XERA: Survival? This is your opportunity! Community playtester applications are now open until May 20th! Our ideal candidates must possess both problem solving and troubleshooting skills, as well as be able to think outside the box. Individuals must be passionate about XERA: Survival and want to help with the development process. Community playtesters must be active community members and have at least 50 hours of playtime throughout Early Access. Applications can be submitted at https://forms.gle/P69fXgJ2tZLwcrXf7.
Closing Thoughts
We hope that you have enjoyed reading about all of the exciting things that are coming soon and look forward to reading your feedback. Remember, as a community driven game, we count on everyone for your feedback and suggestions as we expand the content available to all of our players. Feel free to connect with us via our discord at https://discord.gg/xera and let us know your thoughts!