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Terra Randoma News

2024 Development Roundup

Hi everyone,
December 17, 2024 marked the fourth anniversary of Terra Randoma’s release in Early Access on Steam, so it’s time for another one of our yearly roundups!

2024 has been a very important year for us, as the game finally graduated from Early Access in May. We continued working on updates before and after full release, totaling 41 updates during the last four years we have been on Steam; 13 of them released in 2024, four of which are major updates:

January 2024 brought the “Forbidden Knowledge” update which introduced Lore as a resource. Lore can be gained by reading books, inspecting statues, listening to bards and historians.



We also added Lore Mastery Skill which improves lore collecting abilities of the hero. Lore can be spent for purchasing maps of treasure islands and dungeons as well as skill points.



Right before entering full release, we featured equipment durability and upgrades. “Entropy” update came with a new skill called Arms Mastery that governs repairing and salvaging equipment. Another important addition was the blacksmiths in towns with at least 2 stars prosperity level. This update also changed how prosperity affects towns. Prosperous towns have more shops and facilities, which incentivizes the hero to be mindful about logistics.



In July, we release a major update that many players have long requested: “Base Building”. You can now build 1 to 3 bases around the island. They can be upgraded. Each level provides different facilities for the hero’s benefit, like storage, garden, armory, kitchen and alchemy lab. Facilities also level up with the base, providing more items and storage space.



In August, we featured Steam Achievements. Not a major update but one of the most cherished ones to date (probably should have done sooner!) We continued adding more achievements which currently amount to 55 in total (more to come)



We added new talent stones like “Call of the Wild” which enables the hero to turn into a wolf or “Time Stop” which stops time for the enemies for a few turns but causes time fragmentation fatigue to the user. Also added were new over world incidents like “Black Monolith” which the hero can collect lore from or “Ethereal Tree” which causes a rare major effect to the hero.



The last update of 2024 was the one we released last week: Seasons. There are now four seasons in Terra Randoma which affect gameplay in a deep and immersive way. The game now requires more strategic planning than ever before.



Development on Terra Randoma will continue in 2025, and we thank everyone who has been with us so far.

May the tides bring you triumph!


Version 1.2.02 Seasons

Hi Everyone,
We are ready with a new update: Seasons. This is a major one with lots of small and big changes. It affects gameplay drastically in an immersive way. The seasoned lands of Terra Randoma will require more strategic planning than ever before.

See the details below. May the tides bring you triumph!

Version 1.2.02
ADDITIONS
  • Four seasons added. Seasons change every 20 days and they have effect on encounters, hunting, foraging, fishing and prices. Also added some new textures to distinguish the different seasons.
  • You can now select in which season to start the game. The default is Spring.
  • Date and hour indicator now shows the season and the year. When rolled over it shows details about how current season affects the game and how many days are left before the next season.
  • A new monster, Ice Giant, added.
  • A new monster, Ice Salamander, added.


CHANGES
  • Changed most encounters according to seasons. For example, wolves only come up in winters, centipedes come up in summers etc.
  • Spring: Spring is nice and easy. Food, fish and ingredients are plenty. It is only moderately rainy.
  • Summer: Weather is dry. Hunting and foraging are moderate. Fishing is easy. Fire based spells are more effective.
  • Autumn: Autumn is similiar to spring but more rainy and foraging is harder. Lightning based spells are more effective due to heavy rain.
  • Winter: Hunting and fishing is harder. Foraging food and ingredients is not possible. Food is more expensive. There is more chance that there might be famine in the cities. It is mostly snowy so travelling is slower. Ice based spells are more effective. Camping doesn't recover health 100% when it's snowing.

Development News: Autumn in a Curious Land

Hi everyone,
The development of Seasons Update is coming up nicely. I have almost done all the new season textures and gameplay effects.

I added a new monster, Ice Giant, for the winter encounters. They are immune to ice but weak to poison. There will be two types of this monster, one will be a warrior and the other will be a shaman.



I wanted all seasons to have different textures for both overworld map and battlemaps. Battlemap for autumn is covered with yellow leaves. Deciding how winter will look was easy, I made everywhere covered with snow. Spring and summer were a bit tricky since they were kind of similar. So I decided that spring would be the same as the current version of the game and summer would be slightly yellowish green due to lack of rain and hot weather.



I made lots of changes how certain things work in every season. I made fishing easier in autumn and spring. Food is expensive in winter. There is also no foraging ingredients in winter. Hero won't catch the Wanderer's Flu during summer and spring. And so on and so forth.

I also needed to make some arrangements with overworld incidents. Not every incident was suitable for every season. For example hero will not find spider cocoons or mushroom fields in winter. Rabbits, deers and beehives are also non existant in winters and autumns.



I am planning to add another monster and play test some more before releasing. I believe It is near to completion. But I am sure there will be further small updates after the release to iron things out.

That’s all for now and thanks for reading. May the tides bring you triumph!


Those Long Winter Nights

Hi everyone,
A few weeks ago, in a momentary lapse of reason, I decided to add seasons to the game. The plan is that the game will have all four seasons from spring to winter and these seasons will have effects on survival elements, wilderness enemies and even fishing.

Wilderness encounters with monsters will be adjusted according to the season we are in. Snakes will not come up in winters, wolves will be more active etc. There will be new winter monsters and some winter versions of existing monsters.

There will be no rain during summer. Autumn will be rainy and there will be snow in winter. During winter, the rivers on the battlemaps will be frozen and I am thinking of some terrain mechanic regarding ice tiles.

Ice spells will be more effective in winter and fire spells will be more effective in summer. There could be a new kind of flu to catch in winter.



It will be harder to find herbs in winter. Surprise attack will be more effective in winter as enemies will be less likely to detect movement in snowy weather. Winter nights will be longer too.

As for the longevity of the seasons, I haven’t decided yet but I will try 20 days for each season and see if it is fun to play and make adjustments there to find the sweet spot.

A fun fact is, if a season lasts 20 days than one year will be 80 days and that means planet terra randoma is on a really small orbit.

That’s all for now and thanks for reading. May the tides bring you triumph!

Version 1.1.41 Ethereal Golem

Hi everyone,
Here is an update with some content and fixes. I added two new overworld incidents to enrich the wilderness travelling experience. I added new battlemaps for the black monolith quest. There are some balance changes too, usually in favor of the hero.

See the details below. May the tides bring you triumph!

Version 1.1.41
ADDITIONS
  • A new monster, Ethereal Golem added. It shows up in the collapsed golem incident.
  • A new incident, Gigantic Sea Shell added. Hero can enter inside and fight for valuable loot.
  • A new incident, Ethereal Tree added. Hero can obtain a rare major effect from it.
  • A new major effect “Undaunted” added. It can only be obtained from an ethereal tree and gives +4 to all attributes for several days. It stacks with other major effects that give attribute bonuses.
  • Five new battlemaps added for the black monolith quest.




CHANGES
  • A bronze chest and a pool added to the black monolith battlemaps.
  • Slightly increased lore gained from black monolith.
  • Increased the price of the unique amulet called "Love of Righteous Causes".
  • Increased the prices of pearls.
  • Inflicting grim plague epidemic to a town now decreases hero reputation in that town. Reputation loss happens in an increasing mode. The first time the hero inflicts an epidemic, he loses 1 reputation. Every time he inflicts epidemic, reputation loss increases by 1 capped at 5.


FIXES
  • On a rare occasion, an info box was not disappearing even the object is destroyed.
  • Sometimes repair hammer was not disappearing from the inventory even when we use it.
  • Pressing escape button in certain screen with inventory with an item in hand was making the item disappear. Now we can not press escape button while we have an item in our hand.
  • Salvaging wood from some items was not salvaging properly due to a typo.
  • Some button click sounds of the alchemist tower menu were missing.