Stellar Overload
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Early Access - Update 5
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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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CodingMarmot

Snowy mountains

2015-09-14 Development, Artistic
Today, I would like to share this wonderful sight of a mountain we obtained during the development of the new biome system.

Snowy mountains

The new generation system is based on physical parameters like temperature, which made it possible to find snowy mountains.
You can also see erosion in the foreground, but that's another new generation feature I will speak of in another news!
BlockBuster

Pick-up items.

2015-09-10 Development
Hi everyone!

When I arrived last month, my first task was to create the little items that will spawn when you break a block or when a creature dies.

You can also drop some items from your inventory, to give them to another player or to free some slots.

When two of those items are similar and next to each other, they group together so that you can pick them up faster.

Graphics are not final, but that's how it will look like:

Altalus

New news system in blog format

2015-09-08 General
As indicated in the last news, you can now see that the website's news system has been changed into a blog.

This is a first step to allow us to keep you informed on the project's progress more easily.
Now I leave it to the other team members to talk a little bit more about their work and point of view.

So, who's next?

Progress report

2015-09-02 Artistic, Development

News format


We find the current news system too rigorous, not “inde studio” enough and above all too impersonal.

So we thought we should take the opportunity of this post-holiday period to change the way we publish news. By next month, the home page will be revamped to look more like a blog. Less regularly but more frequently than today, a member of the team will talk about what he is working on or how he sees things regarding a specific feature of the game. Of course you will be able to comment these messages like you can comment news today.

Roadmap format


Once again in order to help you better follow the progress of the project, we will also modify the « roadmap » page by visually introducing the next development steps (this modification will come after the home page modification).

For each “task”, you will be able to give your opinion and ask questions.
We hope these two future modifications will give you entire satisfaction!

Steam


Since the beginning of the project, we are really thinking about releasing the game on Steam. We still haven’t decided anything as of today. That’s why, in the FAQ, is written: "We have no plans about Steam for the moment."

But whatever we decide eventually, we think that the game in its current state is not ready for Steam. Indeed the first week on Steam being critical for the game’s success, it is essential that the game is advanced enough to seduce the players.

The game


Let’s speak a bit about the game now!

We have made some progress on the crafting user interface, the possibility to drop items and loot them, and on a new kind of enemy that we will introduce soon. We are currently working on the generation algorithms to place new zones and resources in the world.

We already know as of today that it will be tough but we will try to maintain the release date of the “craft” alpha which is scheduled for September.

Here is a concept art of the crafting user interface that we will introduce in a few weeks:

Craft Concept

This picture reveals elements of our items’ evolution system. More on this really soon!

Progress report

Working on the next version


Since the release of the alpha’s multiplayer version, we have been working on the next version: the “craft version”. The goal of this version is to introduce a part of the crafting system with everything related to it, like the gathering of various kind of resources and 2-3 zones with each a different difficulty level.

We are also designing various models of houses (futuristic, post-apocalyptic) which could be found in the game. Here is a first glimpse of Reymantha’s concept arts:

Houses Concept Art

Moreover, we plan to release, as promised, an intermediate version introducing an exporting tool (really basic) which will be compatible with the current version of the game and enabling you to save your constructions and to import them in the future versions. This temporary tool, is the best solution we found until a real backward compatibility can be achieved. Because this will probably not be possible before a long time.

A new member joins the team


Two days ago a new member has joined the development team: BlockBuster, whose real name is Sylvain Reynaud. He has been developing video games for quite some years now, which greatly motivated his hiring a few months back. He is joining CodingMarmot, GuyK and Mick to work on the game development. You will find more information on him on the team page.

Pictures


A while ago, a member of the community asked to see pictures of the team and its working environment. Here they are:
 

Planets³: the alpha version now with multiplayer mode

2015-07-02 Development

Multiplayer and some bug fix


In version 0.8.0.5 you are now able to enjoy the dungeon with your friends. But beware, friendly fire is a real danger!

We also took the opportunity to fix some issues (like the possibility to start the fight with the boss from the stairway).

We realized by watching your videos and reading your comments that some aspects of the story were still a little bit fuzzy. So we added some information terminals in the dungeon.
 


As you can see, a new slideshow tool appeared. You can by the way see new pictures of the dungeon in the last news, where the alpha was announced.

Optimizations


You should notice an improvement in the game’s performance. Indeed, we made an optimization pass during these last weeks. We first focused on improving the framerate and then we tried to stabilize it as much as possible.
So you should see an improvement in FPS and your game experience should be less spiky.

Here is an in-game footage, with a view distance set to 128 meters in epic mode. Note that it is smoother than ever. The machine used is a Windows 7 PC i74820K 16Go RAM GTX660 4Go VRAM. (The cloud rendering is a work in progress)



Our team being relatively small, we will be doing more optimizations in the future, but for now we will go back to content creation and features development.

A dedicated server


Today we also deliver a first version of Planets³ dedicated server (for now Windows 64-Bit only). This first version is relatively basic (no user interface and so on…), we will of course improve it during the upcoming months.
For information regarding its setup, please refer to this FAQ.

German localization


A special thanks to TimoH for his translation of the alpha’s dialogs and texts in German.


Next step: a first draft of the crafting mechanism!

Planets³: the alpha version

Today is a big day for the Planets³ project: the alpha version is now available!
For those of you who preordered a game license eligible for the alpha, you can download it here.

We wanted to surprise you with the alpha: you will be able to experiment a first preview of a randomly generated dungeon. The goal is to show you the science fiction RPG aspect of the game and a preview of our generation engine. We spent almost 5 months to develop all mechanisms required for this new feature. 5 months during which we had to remain silent, to prevent any spoil of this surprise until today.
Even if we are still far from what we will deliver for the final game, we hope that you will like this alpha content as much as we like it!
 


Talking about the story: the alpha is a prologue, the story take place 200 years before the facts that will be related in the game. This allow us to introduce 2 of the main species: the Humans and the Cognitrons. This alpha content will most certainly be used in the final game. So it was not a waste of time.

We leave it to you to discover the rest of the story by exploring this alpha content yourself.

Here is the alpha original soundtrack:




This version is an alpha, so you need to be aware that, despite all our efforts to stabilize the game, you will ineluctably encounter bugs during your playing sessions. You can report them on the forum here :http://www.planets-cube.com/forum/16/

We are open to receive all of your comments, opinions and critics on this delivery (as long as they are constructive). We can’t wait to see all your feedbacks on this first random donjon experience.
And do not hesitate to share any screenshot on our website gallery!

For the Kickstarter’s backers who did not register their account yet, please follow these FAQ lines : http://www.planets-cube.com/faq.html#58.
This operation will activate your licenses and other options you have chosen on Kicsktarter.


So, what’s next?


1. Multiplayer


We have disabled the “join” button in this build. So for the moment, it is not possible to play with friends with the alpha version. Indeed we had some issues with this feature’s development, and it was not possible to do it on time. So we choose to release the alpha without the multiplayer option rather than delay this release one more time. We deeply regret that and we will release another version with this multiplayer option as soon as possible.

Update: the multiplayer option is back...see the following news for more détails.

2. Craft


We finally choose to prioritize the dungeon, so the craft has not been implemented in this version. But you will be able to equip some weapons (will you find them all?) and one armor that will simply reduce incoming damages. We plan to release another version with the craft feature in September.

3. Optimizations


It is planned to continue all the optimization efforts during the next months, and each new release should be more efficient than the last one, allowing the game to run on more and more computers.

4. Vehicles


Vehicles will be the beta main feature. It should be delivered at the end of 2015 or beginning of 2016. There is a lot of technical unknowns that made the beta a real challenge, and that explain the vague release date.



Of course we will continue to keep you in touch of our latest progress via the news. But you need to know that we will change their release pace to one news per month (each first Wednesday of the month).

Once again we want to thank you all for your support!
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