Greetings to all survivors!We continue to actively work on Terra Trials and are ready to share our progress so far. This report covers the key systems and content already implemented in the current version of the game. This is not a final list, but a snapshot of what we've accomplished during the last development phase.🏗️ Building and the WorldImplemented an arena system — special zones with restrictions (e.g., for boss battles).Reworked back wall logic — walls now only place within the room perimeter; rooms have been converted to a tile-based system.Roofs are now functional blocks, not just decoration.Added new indestructible blocks for the boss arena.⚔️ Bosses and MobsThe first boss — Stone Crusher — is fully ready: model, animation, arena, and entrance portal.Added two variants of night mobs — ranged and melee.Fully implemented the Pyreling Microbiome — an underground ecosystem with textures, flora, and unique chests.Overhauled spawn logic: mobs no longer cluster in one spot or get stuck on stairs.🎒 Storage SystemIntroduced specialized chests for each item category:armor, weapons, building materials, food, components, animal/plant/mineral resources, and accessories. Each chest now has a resource-type emblem, and the total number of chests in the world has been rebalanced.🎨 Visuals and AnimationsAdded female survivor animations — including clothing and armor.Animated: tannery bench, chests, barrels, and beds.Redesigned tree trunks, healing herbs, and icons for accessories and potions.Added particle effects for resource gathering and slime.🎮 Interface and ControlsImplemented the ability to place and remove map markers.Added a vertical liquid scale for barrels.Created a character window displaying skill progress.Completed buff localization.Audio settings now correctly save between sessions.🛠️ Crafting and EconomyAdded new accessories, including X-ray goggles.Introduced fragmentation grenade with explosion effects.Added salt to food recipes.Fully implemented chitin a...
{STEAM_CLAN_IMAGE}/45793765/8a36e9316930cbaa8eeb1ca07b142518ea6b99b7.png 👹 Bosses are an essential part of sandbox games. Besides providing entertainment, they serve to limit and guide the player's progress along the path envisioned by the developer. Bosses mark key milestones. After defeating a boss, the player receives an important resource or item that expands their capabilities for further exploration of the world. This could be, for example, a new ore used to craft a stronger pickaxe, allowing them to mine resources and blocks that were previously inaccessible. Or sometimes — access to previously locked areas or biomes, unlocked by changing the level layout (a wall, a secret passage) or by using special items (a gate pass, a ship ticket). 📜 To help the player clearly understand the progression logic, upon reaching a certain level, they are given subtle or direct hints in the form of a boss quest, or an item (like a compass) that helps them find the boss. It's important that the boss doesn't just show up on its own before the player — especially a newbie — is ready for it. Therefore, the player usually initiates the boss's appearance themselves, either by crafting a special item or by stepping into a clearly marked arena. ⚙ And now, the development process of Terra Trials has reached its first boss, whom we're currently calling Stonebreaker or Rocky 😉. The boss will reside in a special arena, accessible through a gateway portal. I won't go into the details of its behaviour script here, so that everyone can figure it out for themselves during gameplay. As the very first boss, it's not designed to be a very serious threat. For now, just enjoy the artwork our lead artist has created of it.
With the release of Terra Trials, anyone who wants to bring something new into the game will be able to do so. The game will include an editor — a low-code layer on top of the game that allows you to create and configure various entities within your mod, as well as define dependencies between modifications.🪵For example, someone might want to create a “Completely Ordinary Club.” To do this, you create an item with the desired name and configure it based on another weapon, then add a bit of your own creativity: change the AttackTime property, which controls the delay between attacks in seconds, setting it to 1.5 seconds, and in the Damage property add physical damage with the nice-looking number 666. Since it’s a completely ordinary club, we’ll create a recipe with one component: 1 wooden stick.🎮Then you jump into the game and enjoy the “balance.”As developers, it wouldn’t be wise for us to do this—but our modders can do anything!You’ll also be able to add new properties to items if you need to introduce something more global into the game.🤖And of course, character editing! You’ll be able to create both new enemies and settlers, with fine-tuned properties and attributes, states, and skins.Naturally, it’s impossible to fit all the features of this tool into a single post, but we’ll be introducing you to it gradually—so stay tuned for updates and join the discussion.
Posts come from Steam's official announcements feed.