Home is where the meat is. Or so says traveling super mutant vendor Grahm. Grahm and his best friend Chally want to throw the meatiest meat cook ever, and they need the community’s help.
During Meat Week, two seasonal public events are active. In Primal Cuts, Grahm has set up bait to draw out the most delicious wildlife. This event appears every 15 minutes at three locations in Appalachia. Bang the drum at one of these locations to start the event and survive the onslaught of hostile beasts. Invite your friends, too—these creatures mean business. Some spots have stronger enemies and will reward you with more Prime Meat. After the event, you’ll gather as much of this high-quality meat as you can carry and bring it to Grahm’s cooking camp in the Forest. Drop the meat off in the cooking cauldron for Legendary Scrip.
At the top of every hour, Grahm’s Meat Cook will start and Grahm will kick off the grilling, roasting and frying. While the amount of meat you bring is important, there are a lot of other tasks that go into throwing an epic barbeque. You’ll help Grahm by putting out fires, cleaning up and playing music to make the event a success. The better the meat cook, the happier Grahm will be!
The cookouts start today, May 21, at Noon ET and finish June 4 at Noon ET.
The Meat of the Matter
Completing Grahm’s Meat Cook will earn you the following delicious rewards.
This distressed pre-war Vault-Tec cooking station, the Weenie Wagon, is a 3-in-1 meat grinder, hot dog stand and canner for your C.A.M.P. With the wonderfully vintage Weenie Wagon plan, you can keep the party going even after Meat Week ends.
Even more vintage, to the left of the Weenie Wagon stands a full set of Megalonyx Fossils. Did you know that millions of years ago, this gigantic ground sloth weighing some 2,000lbs walked the woodlands of Appalachia? It was even named West Virginia’s state fossil! Earn all six Megalonyx Fossil plans and the Megalonyx Display Rack plan to forever Immortalize this majestic beast in your C.A.M.P.
Meat Cute
Some of them may be spoiled, but there’s nothing more adorable than these patchwork Slab of Meat Plushies with mismatched button eyes. On the left, we’ve got Ground, Steak and Rib plushies, and on the right, their Rotten counterparts.
This Dev Update is going to be all about 0.180, and we’re excited to talk about it because it’s going to be our biggest patch yet!
We have lots of great things in store to share, so let’s get into it.
Economy Updates
Major changes will be made to a lot of areas in the game, and we wanted to take the time to go over our approach and the changes in store.
Our Approach
Something we value a lot for Palia is allowing players to play how you want to play. We also want Palians to feel that your time spent in the game is properly rewarded, no matter what activity you engage in. It’s something we think we missed the mark with initially, and have spent a lot of time evaluating changes that can be seen as positive improvements across the board. A lot of our changes will be focused on improving several areas when it comes to gold earned, and also gold spent.
Overall, we've tuned things so that most players should be earning more gold, paired with many items having recipe requirements and gold costs reduced.
In particular, what we noticed is that a lot of the gold earned in the game felt concentrated in certain areas, and not enough for several other skills. Gold earned from Mining will be tuned down, but to make up for it, the gold earned from other skills such as Foraging, Insect Catching, Hunting, and Fishing will be buffed. Thus, all skills should be on a more comparable and even playing field.
Other changes include granting more gold in areas such as quest progression and found treasure chests, as well as majorly reducing craft timers for Buildings.
So, TLDR: Lots of positive changes where you can expect to see more resources and more gold coming your way.
Listed below are some (but not all!) of the changes we intend to make:
General Changes
Gold and Renown limits will be raised
Drops for Flow-Infused Wood will be raised
The cost to unlock the Copper Storage Recipe will be reduced significantly
Treasure Chests found in the world will have better rewards to help out new players as they explore
Over half of existing Workbench recipes have been revisited, with about 85% of those having reduced requirements
The craft times for Gold and Silver Bars have been reduced from hours down to minutes
Trees now have a chance to drop Amber, which can be sold as a high-value item
The sell value for many Uncommon/Rare/Legendary items will increase for most skills
Housing Changes
Several building add-ons will take significantly less time to build — think within a Palian day, not real-life time.
Players will receive building add-ons as rewards for reaching initial Furniture-Making Levels
This applies retroactively as well through rewards in the Mail
Gardening Changes
The cost to purchase Gardening Plots will be reduced
Players will receive some seeds for reaching initial Gardening Levels
The methods to obtain fertilizer, especially SpeedyGro, will be adjusted.
Further details and specifics will be shared in the 0.180 Patch Notes, so please be on the lookout for that to get the full scope of changes in store.
We also acknowledge that, yes, it’s a lot of stuff we’re trying to do! Following the patch, we’ll be closely monitoring both player feedback and internal data to see if adjustments need to be made, as there’s always room for improvement.
That said, we look forward to seeing how players pick up on the many positive additions, as that’s the goal at the end of the day.
Updates to Our Premium Offerings
We plan on doing some new things and adding different types of offerings to the Premium Store. Starting off with Pets and Tool Skins, you can see these two being added to the store in the next patch.
More Pets
While the Palcats have taken the spotlight for a while now, expect more pets to be added in the future. This includes the upcoming FlutterFox pet!
There are five types you can choose from: Leafy, Spring, Summer, Autumn, and Winter.
Tool Skins
Ever felt like adding a bit of glam to your tools? Introducing Tool Skins! We plan on adding three to start out: Spring Sakura, Empyreal, and Leafy Weave.
Fan-Favorite Features
As mentioned in a previous dev update, several features will be making their way to our next patch!
This includes:
Building Blocks - Create unique structures with blocks, ramps, pillars, walls, and more!
Grand Harvest House - The regular Harvest House not cutting it for you? Unlock an upgraded version with this building!
Pavers - Creating winding roads and charming lanes with a variety of shapes and materials.
Last but not least, it looks like something special is coming in hot… and by hot, we mean HOTPOT!
Everyone’s favorite minigame has come back as a permanent addition over in the Underground area. Just don’t ask Zeki how he got them… ___
We’re still hard at work making sure this is a patch you don’t want to miss out on! Make sure to follow our socials for the latest details such as when the patch is happening. Be on the lookout!
It's been a long time since the last update of the game, but for those who have stuck around with me since 2019, you know that this is pretty usual for the game.
To keep it short, I finally made the decision to cancel the project as I am not able to finish it. It was a fun ride; I spent thousands of hours developing the game hand-in-hand with your feedback. But as many of you know, I'm a single independent developer with limited time.
I've learned so many things on my journey developing the game. I also noticed that I massively underestimated the effort it takes to build a full-grown 3D MMORPG.
For years, I've been thinking about building new, smaller games that I can actually complete. And now the time has come for me to move on in my journey as a game developer, next time with a project that I can complete.
During the next few weeks, the game will be removed from Steam as I will no longer update it, and the game's current state is not something I want to keep forever.
Those of you who have played the game already will still be able to play it via the library. I will keep the server online for an unknown time, but at least for a year.
Thanks to everyone here and a special thanks to my moderator, play tester and buddy GeneralUser.
Added - ability to receive achievements has been added !!!
Improved - marking animation on the terrain - UI fixes/placement - enemy impact effects - sword cursor - animation of buttons in the menu - bug with purchasing Miner - automatic healing within the settlement
*Fixed issue that prevented the ordering of Penis Enlargment Pills or Libido Pills *Improved boiler room husks scaling/formatting *Fixed issue that prevented new classes and class times from displaying after changing Identities *Fixed exploit that allowed players to infinitely masturbate or edge in their dormitory bedroom after switching identities *Fixed exploit that allowed players to infinitely attend class after changing identities *Fixed both Dr. Sterling's and Maya's image layering when infested with parasites and hair changes color
Hi everyone, Terra Randoma is finally going into full release on May 23, 2024, after 3.5 years in Early Access.
It started as a hobby project back in 2011. The idea was to make a game where Daggerfall meets Sid Meier’s Pirates! meets wilderness hex crawling tabletop adventures of the 80s meets traditional roguelikes. The game would be as much procedural as possible. It should be more like simulation than a linear story telling game. Small stories should emerge as the game plays. At the time it didn’t seem so ambitious :) Nobody told us to start with a small project.
As passion projects go, it was attended on-and-off, sometimes with long intervals, until the end of 2018. Then Deniz K. decided to dedicate full time to it and since then has been partnered by his wife Oz on the communication side.
The game was released in Early Access in December 2020, which initiated a whole new level involving community feedback and input from our players! It wouldn’t be an overstatement if we said the game has since been iteratively developed. We introduced many features that we did not plan before, and we postponed some features that seemed of less priority. We continuously updated the game so we can share every inch of development with our community: 30 updates to this day, 9 of them being “major updates” that brought crucial features that today we cannot think of the game without!
We’d like to take this opportunity to round up what we have achieved during Early Access:
One of the most important features has been the introduction of new map types and a new game mode. After this update back in March 2022, the players can choose between Wayfarer, Hero, and Ironman modes. Permadeath was already optional in Terra Randoma but we realized that the little tick button went unnoticed sometimes, so we worked on a brand new UI to show all the options the player can have at the start of a game. Map options on the other hand added greatly to the replayability aspect because planning your travel is an integral part of the game.
We started with six character backgrounds and brought it up to 12. We have made several balance updates to make each character equally interesting.
Terra Randoma has no class restriction to Skills and Talents. The players have complete freedom to develop the hero the way they choose. Adding unique and meaningful talent stones to the game has been an ongoing part of development. The Early Access version had 12 Talent Stones. Now, we have more than 50, including Push, Fire Breath and Thunder Kick. Also, with an update in 2023, Talent Stones became upgradable, further increasing their power.
We already had a high variety of enemies on release but kept adding which summed up to more than 40 unique enemy types, majority of them with 3-4 Tiers. We also introduced enemy traits and abilities which made all tiers within an enemy type also different from each other, like Rage, which gives extra damage when the enemy’s health is low, or Vermin that means the enemy can steal your food. We also designed new enemy cards to be able to cite all the traits and abilities so the players can make well-informed decisions.
Since Terra Randoma is not just a dungeon-crawler, but also a wilderness-crawler, what happens “on the road” is very important in terms of gameplay experience. We added many Overworld Incidents, including Giant Collapsed Golem, Thug Leader’s Hidden Stash, and a Cave Entrance with Ancient Symbols.
Several dungeons were added as we introduced new quest lines to the factions. Also many new battle maps were added, including Town Square, Beach with a Ship Wreck and an Ancient Battlefield. Dungeons and battle maps have been continuously updated introducing new terrain types, traps, explosive barrels, enemy spawning nests.
We added two new settlements: Artisan’s Keep and Ancient Library. We also added quests for these and the Adventurer’s Guild. Completing these quests give access to each settlement’s treasure vault with unique treasures, potions and talent stones.
We added new NPCs at Towns you can interact with, including an Elder Scholar who grants you logical thinking, an Oracle who tells you procedural prophecies and increases your luck and a Historian who inspires you with his two-sentence epic tales.
We added new Town Events and Crisis including Vermin Infestation, Royal Marriage and Haunting. Towns' prosperity levels now affect the facility levels and availability of items and services.
We introduced Major Effects that last for several days, including positive effects like “Blessed”, “Well-rested” or negative effects like “Delusional”, “Wanderer’s Flu”. And later on, we added Curses that won’t go away unless the hero cures it.
We introduced somewhat game changing mechanics that are fun to play with and bring many interesting choices, all praised by the players: Alchemy, Cooking and Fishing. The players can now cook their own potions, and cook meals that are not just nutritious (and assumably delicious) but also granting major effects like mental clarity or euphoria that will boost them in combat or skill checks. They can fish several marine animals and every once in a while a unique ring that has been laying at the bottom of the sea, waiting to be retrieved.
Speaking of unique rings, we need to mention that 80 unique items were added to the game. As our players know, there is an item generation system in Terra Randoma with suffixes and prefixes that generate hundreds of thousands of items, but unique items have special abilities and higher bonuses, and are good fun to collect! Most of these can be found as a reward for quests, or in sarcophagi the hero can find in some overworld incidents. Some of them even have world altering abilities like Rainbringer Ring which starts rain to enhance the lightning spells.
We introduced Lore as a resource. There were books in Terra Randoma with procedurally generated (sometime very funny) titles. But the only way to interact with them was to sell them. This changed early 2024, the hero can now read the books and gain lore points which open up a whole new quest line! The idea is, by gaining lore, the hero figures out the whereabouts of ancient treasures and “buys” treasure maps of hidden locations by spending those lore points.
The latest version introduced equipment durability and upgrades. Now weapons and armors wear off. But the players can fight entropy! There are now blacksmiths in more prosperous towns and Arms Mastery skill enables the hero to do that on his own! The weapons and armors can also now be upgraded, which means that precious unique Warhammer won’t feel unworthy anymore, as you level up.
These are just the main features. Many little things were added here and there. Many balance updates based on community feedback. But we finally call it “Yes, we are ready for full release” with a full heart. But it’s not the end of the line here. We are planning more features after 1.0 release that will further enhance gameplay.
We’d like to thank everyone who has beta-tested, shared thoughts on the Steam forums, shared screenshots, wrote reviews, told their friends about Terra Randoma, broadcasted or streamed on their channels, followed us on Steam and Twitter, joined our Discord, or merely played the game. Your support means the world to us!
This update also signals the end of the infantry beta for the moment. I will return to infantry but I think it is more important to get the A.I. updated for the fixed wings and then port that over to the rotor craft ːsteamhappyː
If you were still using the infantry beta then you will need to opt into the "FixedWing" beta as this now contrains all the updates from the infantry beta as well as further improvements and fixes.
1. Fixed the loading of infantry into A.I. wingmen helicopters. Now the A.I. will open their doors correctly and call out "Touch Down" once landed.
2. Fixed wing pilots have now successfully completed their low level smooth terrain training and are certified for combat duties in "Lush Desert" & "Central Libya" theatres. Deploying them to Norway is done at your own risk!
3. Updated Su-25 unit so that it carries 4 x Kh-23 long range anti-tank missiles as well as 128 x 55mm rockets and 250 rounds for their 30mm Gsh-30K gun.
4. Added in SU-25T support unit (callsign "Raven"). They are armed with 2 x long range Kh-23 missiles, 16(!!) x 9K121 Vikhr anti-tank missiles, 128 unguided 55mm rockets and 250 rounds for their 30mm Gsh-30K gun.
5. Fixed wing A.I. has been updated so that they can now engage multiple targets in a single pass. It's not uncommon for the SU-25T to take out 4 or more targets at a time!
6. Updated the waypoint system so the CAS sequence is more compact and can also cope with rougher terrain.
7. Updated the "Altitude Hold Up" & "Altitude Hold Down" buttons so that the input now repeats when they are held down allowing to change altitude more rapidly. Single presses are still possible for fine altitude control.
8. Moved the keybinds for "Modifier 1" & "Modifier 2" from SHIFT and CTRL to "*" and "/" on the keypad. This is because other MFD commands are asssigned to "Keypad 1", "Keypad 2" etc but holding SHIFT will actually change "Keypad 1" to "END" etc messing up the MFD controls. Thanks to Darloth for spotting that one!
We're excited to announce that the Prologue version of Astrometica now is available
This prologue offers over 5 hours of gameplay content, providing a sneak peek into Astrometica. Please note, this is a prologue version and not the final product—many features and locations are not available in this version and current ones may change in the full game.
Here's what you'll find in this prologue:
Basic habitat building - 2 craftable space vehicles - 1 asteroid belt (your starting point) - Half of the machines - Decorations - Resource management - 3 tools to use - And more...
Features Not Available in this Prologue:
- Advanced space vehicles - A variety of buildables - 5 additional asteroid belts, some larger than the starting base - Trading and package delivery systems - Advanced tools - Mobile bases - Story events - Scanning system - Explorable Space Stations and Spaceships - Enemy drones and spaceships - Some automation elements - And much more that we don't want to spoil yet!
Share Your Feedback:
If you have any feedback, please let us know via the survey accessible at the bottom of the main menu and pause menu.
Enjoy the Prologue!
Please give us a review on Steam as it greatly helps with visibility and reaching other potential players who might enjoy the game.