Stellar Overload
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Stellar Overload:
a futuristic adventure game set on cubical planets
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Adventure, construction, Multiplayer More Information A music that serves the story Listen
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Guyk

Saturday night fever at the Rokh Camp!

2015-12-16 Development
Recently Amy has asked us to give her the possibility to decorate the Rokh Camp’s secret basement with colored lights in order to celebrate the victory.

Here is a picture taken during the party:

/img/newsblog/guyk/colored-light.jpg
Guyk

Let’s shed some light!

2015-12-14 Development
As some of you may have noticed, the flash light is especially useful when exploring dark cave holes. But when the cave walls are made of a dark material, the flash light had a tendency to deteriorate the material’s rendering properties leading to graphical artifacts.

Another type of artifact was visible with the dynamic shadows activated: in some caves or closed rooms, like the Rokh Camp’s secret basement, you could see areas lit by the sun even if the sunlight shouldn’t have reached these areas.

To address these issues, we had to teach the Unreal Engine how to use our voxel lighting information in its lighting computations.

 
Reymantha

To roll in the grass

2015-12-10 Artistic
We need some grass!

/img/newsblog/reymantha/grass_preview.jpg

Some have wished to see more developed flora on the surface of our beloved planet. I have spent a few days working on the design of some plants. Besides a richer visual aspect, these plants will be useful for crafting and even sometimes will allow you to hide.

Rapeseed, wheat, wild grasses, ferns, daisy, clover and lichen are scheduled...

That's all.

For the moment ;)
CodingMarmot

Tellus has been leveled!

2015-12-08 Development
A visionary once claimed that someday Tellus would really be cubic, and not the union of 6 topologically unrelated faces.
Scientists and explorers have been astounded to discover that this prediction has come true since! The planet is now continuous from one face to the other, as if the world had become extraordinarily uniform and coherent.

A probe has been sent to film the edges of the planet as a proof of this radical change:

BlockBuster

On a given morning...

2015-12-03 General

“It was not so much a modification of the darkness, as a sigh of relief, a slight relaxing of tension, so that one felt, rather than saw, that the night had suddenly lost a shade of its density... ah! yes; there! between these two shoulders of the hills she is bleeding to death.”

Hope Mirrlees, Lud-in-the-Mist
Reymantha

The crafting stations

2015-11-30 Artistic
Warning: this post contains artistic parts that might offend your sensitivity

/img/newsblog/reymantha/CraftingStations.jpg

The cooking machine, the Tech factory and the processing unit are essential to crafting in the alpha: The Rokh Camp.
In the final game there will be many others that you will discover, repair or activate to power your quests with more and more elaborate and special items.
They can be machines, places or tools that indicate, with their designs, the nature of the items they offer (about this point, we think we still need some improvements)
It is also a great artistic opportunity to imagine cubic machinery or the future inspired by contemporary tools or production places (kitchen, laboratory, studio, production chain, 3D printer, loom, laser cutters, etc.)

Yum yum!

/img/newsblog/reymantha/Turbocuiseur3000.jpg
CodingMarmot

Optimizations

2015-11-25 Development
Hi everyone!

During the last two months, I spent about 2 – 3 weeks working on optimizations in order to reduce the world’s loading time. The aim is to reduce the time required for blocks to pop in the world, which shouldn’t be mistaken with the FPS (frame per seconds).
Since we continuously add new content in the game, this optimization work needs to be done regularly to keep the game playable.

Before diving into numbers here are the key steps of our engine, that we optimized, and their definition:
  • Generation: A logical block model of the world is generated
  • Sun: All the areas reachable by a vertical sun are computed
  • Light: The lighting of each block is computed, using the sun and light blocks information
  • Geometry: The final geometry, which will be sent to the graphic card, is computed


The last measurement (loading 80m) is easier to understand. It represents the time really needed by the game to fully load, at the maximal view distance. The sum of the engine’s key steps can be greater than this time, because it is parallelized.

/img/newsblog/codingmarmot/profiling-poping.png

As you can see, a first set of optimizations was already included in the multiplayer version, and more have been implemented since. Globally we already divided the loading time by two!

Note: These measurements have been done on an i7-4820K @ 3.7GHz with 32 GB RAM and a NVIDIA GeForce GTX 960 using the universe seed 1.

CodingMarmot.
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