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Terra Randoma News

Version 0.71.25

This is a small bug fix update.

FIXES
  • Fixed an issue where food prices were calculated wrongly. It didn't take into account the stamina and health benefits of food. Also adjusted some of the food prices.
  • Fixed a rare visual bug which showed the hero having four arms in the character sheet (yes, really)
CHANGES
  • Changed the color of Burdened and Low Health messages at the top of the screen from red to white for better readability.

Development News: Dying Man’s Wish

Hi Everyone,
Here is the latest development news. Last week, we worked on some equipments and an overworld incident. Although there are lots of melee weapons from staves to hammers and all kinds of swords, there was a crucial one missing; Daggers.

We added lots of daggers to the game. They all get the usual suffix and prefixes which give them all kinds of properties. But apart from that, they all have a default property like critical hit chance, poison or bleed, even if they don’t get any affixes. So there are no daggers dealing damage alone.



Daggers do a little less damage than shortswords but they are a lot lighter and use a lot less stamina when fighting. Less stamina consumption when fighting means more stamina for the talent stones or sprint.

Another thing we added is an overworld incident called “Dying Man’s Wish”. Hero finds a wounded man at the side of the road. He says he has to deliver important documents to a town but got attacked by the bandits. He asks the hero if he can accomplish his mission. If hero accepts, he gives the documents and passes away.



Our hero can check his belongings if he wants. Later on cultists or bandits may come after the hero to claim the documents. Hero can deal with them as he sees fit.



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

Version 0.71.19

This is a small bug fix.
Fixed an issue where sometimes Abandoned Camp incident at the overworld doesn't work.

One Year in Early Access

Hi everyone,
We are celebrating first anniversary of Terra Randoma’s release in Early Access! It wouldn’t be an overstatement if we said the game has since been iteratively developed with community input. We introduced many features that we did not plan before, and we postponed some features that seemed of less priority. We continuously updated the game so we can share every inch of development with our players: 15 updates in one year, including two major updates that brought the final boss to the shores, Aquathra the Kraken; and the mage classes with AoE spells.



Let’s make a quick summary of those updates:
  • As you already know, Terra Randoma has no class restriction to Skills and Talents. The players have complete freedom to develop the hero the way they choose. Adding unique and meaningful talent stones to the game has been an ongoing part of development and will continue to be so. We currently have 45 Talent Stones in the game, including Push, Fire Breath, Thunder Kick and Arctic Arrow.
  • We already had a lot of enemies on release but kept adding which summed up to 40 enemy types with 3 or 4 Tiers, totaling to 120+ enemies. At Terra Randoma, tiers are not just a matter of improved stats, but different Tiers may have different abilities. Some of the recent enemies include thunder striking Phantom Sailors, confusing Sirens, exploding Mites and, of course, the world devourer Aquathra.


  • The variety of potions has also increased. The Alchemy Tower in Terra Randoma offers adventurers all sorts of potions from Levitation to Turn to Bear.
  • We added new weapons, equipment and materials with almost every update. Balancing the economy has been an ongoing process for which we relied heavily on community input.


  • Since Terra Randoma is not just a dungeon-crawler, but also a wilderness-crawler, what happens “on the road” is very important in terms of gameplay experience. We added many Overworld Incidents, including Giant Collapsed Golem, Thug Leader’s Hidden Stash, a Cave Entrance with Ancient Symbols, and A Lady Needs Help.
  • We started with 6 character backgrounds and brought it up to 10, including the most anticipated Sage and Arcanist. We have made several balance updates to make each character equally interesting.
  • Many new battlemaps were added, including Town Square, Beach with a Ship Wreck, and Ancient Battlefield.
  • Dungeons and battlemaps have been continuously updated introducing new Terrain Types, Traps, Explosive Barrels, interactive statues and other chest-like objects hero can loot like skeleton remains.


  • We introduced Major Effects that last for several days, including positive effects like “Inspired”, “Well-rested”, “Feeling Lucky” or negative effects like “Delusional”, “Wanderer’s Flu” and “Superstitious”.
  • We added new NPCs at Towns you can interact with, including an Elder Scholar who grants you Logical Thinking, an Oracle who tells you procedural prophecies and increases your Luck and a Historian who Inspires you with his two-sentence epic tales.
  • We added new Town Events and Crisis including Vermin Infestation, Royal Marriage and Haunted Town.


Our vision for the game has been to create a procedurally generated adventure with utmost replayability. We will continue developing the game as we have throughout the year and making frequent and significant content updates. Expect more of everything plus new great additions and improvements.

We’d like to thank everyone who has beta-tested, posted on the forums, shared feedback and screenshots, spread the word, played on their channels, followed us on Steam and Twitter, or merely played the game. May the tides bring you triumph!

Deniz & Oz


Version 0.71.05

Here is small fix.
Fixed a bug where level up music sometimes plays shorter than it should be.