Astral Terra - Smooth Voxel Sandbox Fantasy RPG
Astral Terra - Smooth Voxel Sandbox Fantasy RPG
Explore, Adventure, Craft, Build, Survive. How will you shape your world? Play alone OR with friends in this epic sandbox RPG!
Explore, Adventure, Craft, Build, Survive. How will you shape your world? Play alone OR with friends in this epic sandbox RPG! Read more
About this project
Astral Terra is a Procedurally Generated and Fully Editable Sandbox Fantasy RPG. Travel between the Fey Vale, Shadow Vale and other planes in a customizable smooth voxel-based world.
Game Features - Video Spotlight
Terraforming - This video highlights some of the different methods the player can use to terraform the environment. Players can edit the land on the fly in quick mode, or they can enter build mode to use more advanced tools.
Indie RPGs: "Morrowind meets Minecraft; that’s my first impression looking at this open-world 3D aRPG. The graphics are nicer than in either of these games, but it still manages to implement Minecraft’s world creation and destruction mechanics. That it does so in a truly alien-looking, open-ended fantasy world reminiscent of The Elder Scrolls: Morrowind is icing on the proverbial cake."
IndieGameMag: "In gaming land, players can be – and see – anything; the only limits are imagination. Aiming to take this concept to new dimensions is Tethys Interactive’s Astral Terra."
Two Dash Stash: "With the constantly changing worlds there is no limit to the wonders that Astral Terra can provide. It’s rare that a game truly leaves me in awe of what they’re doing. Astral Terra is getting to that point. The thought of ever-changing worlds, that I can change on a whim is very intriguing. I hope it lives up to its potential."
United Front Gaming: "If you asked me a year ago if I liked voxel-based, sandbox gaming (think Minecraft), I would have said absolutely not...One of the standout features is this notion of smooth voxels; the world can be manipulated real time as if you were the developer mapping out the environment. It reminds me a little of Microsoft’s Project Spark."
Softpedia: "The guys from Tethys Interactive are trying to provide, through this RPG, a one of a kind experience as everything in the game, starting from the skills that players learn to the world, is unique and customizable...What makes the game so interesting is that it offers the possibility to shape the world that you are in."
Astral Terra is a fantasy-themed sandbox survival RPG in a beautiful smooth voxel world that’s generated on the fly and completely editable. No two players will have the same experience as everything from the skills you learn to the world you play in is fully unique and customizable. Gather resources for crafting and building, journey among the planes to find lost temples or libraries full of knowledge and power (scrolls and tomes) or just explore for the sake of discovery. From character progression with experience points, levels and skills, to the terrain and environment, every inch of the game is procedurally generated and fully editable. Shape your world and your character the way that YOU want. Fantastic creatures and epic adventures await you in this magical journey in a world limited only by your imagination – Astral Terra!
Astral Terra is avoiding the blocky and uneven textures of most procedural sandbox game worlds with its beautiful smooth voxel system. By proudly utilizing the Unity Pro game engine, the game will be released for PC (Steam if successful on Greenlight), Linux, and Mac initially.Stay tuned for more platforms and options in our stretch goals as the campaign progresses. Please vote us up on Greenlight and help spread the word.
Dynamically Generated Worlds - With a robust modern smooth voxel system, our worlds are generated on the fly every time a player starts a new game (or loads up a saved world that they've already worked on). Worlds include unique and different biomes (ie: haunted forest, mountains, plains, lush tropical areas, etc) as well as a full underground cave system, interactive water and a fully destructible, editable, and infinite environment.
Play Your Way! Shape Your World! No starting Archetypes – just pick your race (The Fey, Dark Elf or Human) and start shaping the world around you. Your character grows the way you play them based on your actions and discoveries. Become a powerful wizard or an unstoppable fighter, use your divine powers as a priest to heal allies or demolish foes or skip all the other options and just build a safe city, mine and craft.
Discovery and Adventure - Unlock the mysteries of the world through exploration and discovery. Travel to other planes to find rare resources needed to craft the most epic gear and strongholds. Explore underground caves and find dynamic dungeons. Rare and fantastical creatures are spread across the world waiting to be discovered. With the infinitely generating procedural voxel world, the only limit to your journeys is your imagination.
Harvesting and Crafting - Gather ingredients and resources from combat drops OR from mining your land to build new items, prefabs and recipes.Our in-depth crafting system will have hundreds of weapons, armor and other items to craft with all of the various resources to be found.
Building and Sculpting - Create or carve any shape you like with our flexible voxel system. This means clay-like blobs, cubes, spheres, octagons, diamonds and every other shape imaginable. Also, maybe you don’t want to make a definite shape and just want to design a smooth, voxel-based chunk of land, or a unique building? Anything is possible in Astral Terra. You can also use one of the pre-fabricated pieces (or prefabs) for quick building. No restrictions, endless replay potential.
Combat and Looting - Dynamic MOB system that gives players the option to both fight and befriend monsters. Fighting monsters will allow you to pick up their drops to later use for crafting materials, pre-fabs, spells, and other recipes. Befriending monsters will help protect your land from other invaders. No gameplay experience is ever the same with the ever-changing dynamically generated environments of Astral Terra.
Skills and XP - Gain XP through combat, exploration and questing. Choose skills based on the type of player you want to be and the type of adventures you complete. Unlock wizard spells by finding hidden libraries full of tomes. Discover your faith and unlock priestly divine powers by finding lost temples. Become a powerful warrior by honing your skills in melee combat and smithing your own weapons and armor. You decide how your character progresses.
Solo and Multiplayer Options -
- Invite Friends – Have some friends come over and join your world so they can check out your epic castle or underground fortress. Have them help you finish building out your settlement or go on adventures together – whatever you want!
- In-Game Server Browser – Check out what other players are up to if their game is open to the public. Filter search results and find the right game for you. Make friends and forge alliances across the planes of Astral Terra.
- Persistent Progression– Across all servers, game worlds, planes and everything your characters maintain their progression and growth. No need to make a new character each time you join a new game and you won’t lose any progress. This way, the adventures truly never end!
- Player vs. Player - When playing with others, you're free to engage in optional PvP combat if working together isn't your type of thing. Maybe you want to see who has the upper hand in battle, or fight over the most valuable resources? The choice is yours!
We have been hard at work for the past 6-7 months getting our game basics implemented to a playable state and have invested our own time and dwindling savings money into development thus far. We have been willing to give this project our all because we believe in it and we hope you will too! Since we have put in so much work before launching this Kickstarter, we hope the game in its pre-alpha state is already enough to convince you of our passion. Even so, some of our art assets are placeholders still. We estimate 9 more months of development which will bring the game to its final release state with a full fleshed-out and designed from the bottom up world. Alpha testing will begin as soon as 1-2 months after this campaign ends. We can guarantee that any money received will be put right back into developing and finishing Astral Terra. Our budget is very small mostly because our overhead is so low and a lot of the basic game mechanics are already complete due to our own investment of both time and money. Our Kickstarter goal is only about 1/3 of what the actual game costs to make. Tethys currently works out of Chris and Amy's house (they don't have children so a home office saves money) and don't pay ourselves (Chris and Amy aren't paid - our employees and other staff are always paid out of pocket). It’s been a labor of love so far, but we want to make it even bigger.
Here is a more detailed breakdown of where the money will go:
Ongoing Development. We need more cash to make this game a reality! We want to finish the game as quickly as possible and have all core features implemented that will make the game a complete, engaging and polished experience. Though the game is in a playable state now, it is not finished.
Core features that still REQUIRE ADDITIONAL DEVELOPMENT but WILL BE INCLUDED in the initial release include:
- Character Customization (adding hair, face, and select armor choices when a player creates their character in the character generator).
- Human race modeling and implementation
- Additional biome completion
- Additional monsters for various biomes
- Additional quests, items and dungeons
- Music and effects
Marketing and Promotion: New players rarely stumble across new games on their own and indies face a real struggle with getting organic coverage. We need to spread the word throughout cyberspace as well as be able to attend trade shows, conventions and other events. PR, Marketing and airline tickets cost a lot of money, but they're necessary in order for us to get the game noticed.
Kickstarter related fees: Amazon for payments; Kickstarter and fulfillment of backer rewards. We had to ask for enough raise amount to cover our needed expenses while still factoring in these costs.
If we get funded, we will follow this schedule as closely as possible. The schedule may change as challenges occur or as new features are added, but expect something very close to this to pan out. We've kept with our internal schedule so far and endeavor to deliver the best product we can on these estimated dates. Stay informed on the game's ongoing development by following our regular video dev updates or sign up for our newsletter @ astralterra.com
**Reward Imagery is a representation of the final product. The final appearance may vary based on printing and further development. The ETA on rewards is based on the schedule included above the rewards section. Alpha invites in January 2014, Beta invites in April 2014 & final game release July 2014.
Astral Terra has a completely original soundtrack crafted by one of our friends, guildmates and professional musician, Mark Walker. Each plane has its own main atmospheric theme song and we have included both digital and physical copies of the soundtrack in several of our reward tier options. Check out the Fey Vale atmospheric theme song below:
Our Studio & Game Roots
Tethys Interactive is a small Indie studio located in Fishers, Indiana formed in 2011 by Chris and Amy Wightman. The studio has successfully developed interactive presentations and games for local companies throughout the state of Indiana with the focus more recently shifting to our true passion of developing, and releasing our own titles. We started small with our first 2 mobile releases being fun and casual games (latest was Robot Kitten Balloon Assault on Google Play). We are excited to now be making THE game for our studio that we, our friends, clanmates, guildmates and a good majority of gamers want to regularly play and be excited to get home and get into on an ongoing basis. Being raised on games and involved with gaming throughout our entire lives through education, hobby, and interest, we know the special magic and excitement a good game can provide. This is what we want people to feel about Astral Terra as each game will be the players own, the world they create and shape. Tethys is an active IGDA member and has been very involved with the local Indianapolis chapter. Chris and Amy were both on the local IGDA board in 2012.
Our Team & Current Workload
Although we are a small team, combined, we have years of experience delivering multimedia projects to large clients such as NCAA, USTA, and others as well as contributing to AAA shipped titles such as Ultima Online, a social MMO, casual mobile games, and Unity Assets. We are all passionate about Astral Terra & can't wait to let users experience it! With funding, we can finish this game in the next 9 months.
- Chris Wightman-Creative Director and Game Devigner (design & programming-full time volunteer 70+hrs)
- Amy Wightman-Marketing, Project Management, Catch All (volunteer 25+/hrs a week)
- Thomas Chevre-Programming (part-time)
- Konstantin Janson-Programming (part-time)
- Jason Ball-Production Artist and Community Management (part-time)
- Caleb Fruin-Character Design/3D Artist (part-time)
- Kim Sharpe-3D Artist (part-time)
- Adam Roth-Creature Design/3D (part-time)
- Jason Roll-Concept Artist (commissioned per piece)
Get to know Chris & Amy
On the professional side of things, Chris went to college for 3D animation in the late 90’s/early 2000s and obtained his first higher education degree. He had previously decided on this field because of his ever growing love for movies, games and storytelling along with already being an artist (painting and drawing). Chris has been an avid fantasy reader as well as a pen and paper D&D player and DM since his early youth. He has a wealth of knowledge in regards to the fantasy genre, lore, authors, artists and everything in between. After graduating with his first degree, he worked various multimedia positions in the corporate environment while also working on game design in his spare time. He decided to pursue his love for games even further by going back to get his 2nd degree, a Bachelors Degree in Interactive Design and Game Development. He then founded Tethys in 2011.
Amy has a Bachelors Degree in Computer Info Systems with a focus in Web Development and a Masters Degree in Project Management. She formed Media Outbreak along with Chris in 2005.
Both being children of the late 70s and early 80’s, Chris and Amy first started with the earliest gaming systems like the Atari & the Commodore 64. When they met each other in the early 90s, they spent most of their free time gaming together with FPS classics such as Unreal Tournament and Return to Castle Wolfenstein as well as the Baldur's Gate Series and Champions of Norrath for console, and even traditional pen and paper D&D. They were a part of multiple gaming communities, played in tournaments, and really enjoyed the camaraderie of online gaming (which was fairly new at that time). The relationships formed early on have carried over to today where they are still friends with a lot of the original crew and speak to some of them nightly on Ventrilo (a popular voice chat software).
Chris and Amy were married in 1996 and have 3 weird dogs and an elderly cat that licks people and drools :)
We Support Kicking It Forward
Tethys pledges to put 5% of any profits from Astral Terra, once the final game is released, back into other KickStarter projects. http://www.kickingitforward.org/
Ultimately, we are asking for your help in pledging and sharing to make Astral Terra complete and polished, as well as to speed up the development process. Our supporters will be our largest ally in getting this project noticed & funded.
You are the ones that will play the game the most and we want you to be as involved as possible in its development process. We cannot thank you enough for your support & we look forward to working with you during the development cycle!
Feel free to check out our current & previous Development Video Updates below and follow/share us via any of our social media channels :)
Risks and challenges
Making games is hard ..mmmkay? Our main risk/challenge up to this point has been managing our small amount of current financial resources, which is why we are here and reaching out to players that are interested in playing our game both in its early stages and at release and beyond. We want the community to have a hand in shaping the development so players not only feel vested in the game but also help us make it even better! The results are apparent on what we have been able to do with little to no resources, so just imagine what we can do with some funding and further feedback!
Other challenges have also been lack of manpower due to financial restraints (Chris is a 1 man show most days) and time management (Amy divides her time up between Tethys and Media Outbreak besides all the other piddly day to day stuff like feeding humans and animals, paying bills, and cleaning on occasion).
The risks and challenges will be heavily lessened with meeting our funding goals as we will have the funds to continue development and finish up within the next 9 months. We already have a playable build but need to continue developing core features as well as tighten up mechanics and add all the extra content and polish. We have plenty of experience managing projects as well as bringing them in on time and within budget. We are so excited to have the opportunity to develop our dream game and we are personally and financially vested in this project, so we want it done as much as our backers do :) If you like what you see and want to play Astral Terra, please back us and help spread the word! Thanks again!Learn about accountability on Kickstarter
The system requirements will change throughout development as the engine is continuously optimized. Right now & at alpha, we recommend a minimum of a dual core processor, graphics card NVidia GTX550/ATI 6770 or higher with Direct X 10.1+ & 4GB of RAM.
Recommended System Specs: Quad core processor, graphics card NVidia GTX 660/ATI 7870 or higher & 8GB of RAM.
We are on Greenlight now & if we are Greenlit, we will be on Steam. We are also interested in the Steam Early Access Option. If you are a Steam User, please help vote us up!
If you consider checking to see if you have a valid license (CD KEY) DRM, than we have all been playing DRM PC games since the start (excluding shareware). If you do not consider that DRM, then you can also consider Astral Terra on Steam to be DRM free as we don't do anything besides that initial check to see if you own the game when you start it up.
Steam doesn't force developers into using their DRM - we can simply do the license check when you start the game and that is it. GOG, while saying they are DRM free, does the same thing (they have a license verification procedure).
If we have something wrong about this or if you would like to discuss this more and clarify something for us we are very open to discussion about this. Our biggest concern is Steam Workshop integration and the tools that come with Steamworks (friends list, join a friends game, etc...). If we can do it all on GOG as well we are certainly open to doing so.
"Will Characters have Levels, What are Experience Points Used for , Are Skills Learnt by Using them or Spending XP on them?"
Thanks to one of our backers for this great question. Astral Terra is set to be "off rails" as much as possible, allowing the player to do what they wish, even if that is nothing at all. With that in mind, XP in the game is an extra bonus for doing things and it affects stats and rewards you with levels. Spells and abilities and some items, however, are not restricted by levels. In this way stats affect combat and other abilities, thus the character is rewarded by making their life easier and able to do more (hit points and more mana, more damage etc...).
The inhabitants of the different planes are not level based so no worry about needing to be a certain level to visit someplace and survive (based on the monsters that live there). However, other places, such as in dungeons, contain more difficult mobs to offer a challenge to those who want it, which in some cases would not require a certain level to experience but would most likely require a decent amount of health or good gear to survive. There will never be a level grind in Astral Terra - unless the player creates one for themselves.
We would love to hear some feedback/ideas from the community about this subject and others. It would be supreme if we could craft Astral Terra to be both inviting to the person that appreciates leveling and stats, but also inviting to the player who may not be concerned with that aspect of the game-play. When we open the Alpha and Beta forums backers will have the opportunity to give their input and help us refine some of these game play mechanics.
At release, the game will be available for PC, MAC & Linux.
Game servers are hosted on the local players machine and a players game can be set to private or public. Our built in server list finds other public games that players can join.
Our goal is to get on Steam & use the Steam Workshop for player created content that can be used in game or shared for other to use in game. We will post stretch goals later in the campaign that will include this option.
Internet will not be required for single player as the game is saved locally, however, to use the multiplayer option will require an internet connection.
Once you buy the game, you own it all. No in game purchases required.
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