Patches Galore

We have been pushing out regular patches - with 5 patches in the last month and more to come!!

Summary of updates in September:

  • Edited many placeable items so they do not fall through environment during world re-enter.
  • Changed items at Vendor. Vendor now mostly has placeable items as well as Hatchet and Shovel.
  • Fixed panel overlapping title in Select Character screen.
  • Added 5 new placeable items: Green Banner, Blue Banner, Bed, Bookshelf and Stairs (prices are temporary).
  • Fixed crafting scroll bar.
  • Added new items to crafting station.
  • Scaled basic door up so that it will block a 2 unit tall by 1 unit wide opening.
  • Changed Build Tools to now have click-to-rotate type of camera control.
  • Fixed disable character control on free mode when online.
  • Changed Pickaxe recipe to require Iron Ore instead of Iron Bars.
  • Added Pickaxe to vendor, removed farm.
  • Changed Build mode to now be set to Free Mode. This disables Character Camera and Character controller and enables a Free Camera mode which enables the player to build and not be attached to their character.
  • Added Camera Rotation Freeze with L key in when Free Mode on Terraformer and Build Tools.
  • Fixed Terraformer Free Mode to now disable character controller.
  • Changed Lock/Unlock cursor to Escape(used to be Tilde and Escape depending on mode you were in).
0.1.7 Patch Notes
  • Fixed a critical issue with multiplayer worlds not syncing correctly. New connections now pause and get current world data before building world.
  • Changed Depth of Field, Bloom and Lens dirt effects for better visual look and performance boost.
  • Fixed tattoo on dwarfs arm so it does not look like a black block in certain light conditions.
  • Changed quality settings on each tier.
  • Edited swimming animations as well as splash effects.
  • Added underwater lens effect.
  • Changed water settings, added minor reflections.
  • Added mist to waterfall effect.
  • Changed grass sizes and edited each biome grass/flower loadouts for better terrain coverage and visual effect.
  • Added 2 trees to Enchanted Forest biome.
  • Dust added to Barrens biome.
  • Fixed some items in Create Player scene.
  • Added more plants to waters edge on all biomes, added new glowing coral item in water.
  • Removed light source from player avatar(players must buy/craft a light source now).
  • Performance optimizations.
  • Fixed crafting guitar play animation.
  • Fixed Item Placement Removal function to properly remove items from data.
  • Fixed shop save on sale function so that now every time inventory changes system saves it.
  • Jungle and Forest Biome tweaks and changes.
  • Climbing Islands (as opposed to floating islands) have been added to Jungle Biome.
  • Fish removed from all waters as AI method was causing lag on terrain.
  • Added motion blur.
  • Re-enabled Weather system (more refinements coming with future updates).
  • Optimized some items to increase FPS and improve performance.
  • Reduced Texture sizes in an effort to reduce texture memory being used.
  • Increased some rare ore spawn rates.
  • Increased cave openings.
  • Added squirrels.
  • Increased terrain draw distance.
0.1.6b Patch Notes:
  • - Carrot and Wheat farms fixed and can be placed again.
  • - When crafting, process now looks in all bags for materials.
  • - Increased stack amounts on most items.
  • - Adjusted cave opening frequency (still testing and looking for feedback).
  • - When harvesting, process will now check other bags for free slots if first bag is full.
  • - Crafting and Harvesting now properly awards XP.
  • - Farms now grow after 2 minutes, and cannot be harvested until they have grown. Farms also now refill after 5 minutes once emptied. Resource amount has been changed to 6 from 4 on all farms. Further refinement on the effect and feedback to come later.
  • - Ores now properly dislodge from terrain and de-spawn when harvested or when the terrain below them is modified.
  • - Reduced bloom amount.
  • - Start game in windowed mode.
  • - Added support for 16:10 aspect ratio displays.
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Chris is an avid gamer & passionate game developer. Chris brings 11+ years experience to his role of Game Devigner (a new term in this industry that covers people who are both designer and developer), and is able to create designs by using 3D Studio Max, Maya, Unity, Photoshop, XHTML, C# and Javascript. He also has 9+ years experience in animation, modeling and lighting techniques, as well as is experienced using Viewpoint Technology and Unity for real time cutting edge 3D interaction over the web. Chris is the owner & creative director for Tethys Interactive, a Indianapolis Indiana based game development studio. Follow Tethys Interactive on Twitter or read the blog.

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