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[Patch Note] Offline Base Protection - Update Preview [01.19.2023]

Greetings from Orbis!

How have you all been? It’s been a chilly week here in South Korea. The patches this week and next will be small since we’re getting closer to our big February update, but you’ll still like the quality of life improvements we’re adding to the game this week.

This time around we’re adding off-line base protection, as well as some improvements to in-game chat.

[h2]📒 New Base Protection Feature[/h2]
Dysterra was built around the concept of raiding. Breaking down the walls to someone else’s base is thrilling, and often profitable. We’ve realized that new players, as well as casual players, struggle with being raided while they’re offline and having to start over from scratch.



That’s why this week we’re adding a “Base Protection” ability to your building core. Activating it will render your base invincible for a limited time depending on the complexity of your build. For example, if you have a dozen furnaces surrounded by level three walls and foundations with turrets and landmines outside, you might only have the ability to protect your base for as short as 3 hours. On the other hand, if you follow the tutorial, and have nothing but a building core inside your brand new base, it will be invincible for as long as 24 hours.

You’ll be able to tell something is protected when it is shimmering with the pattern in the video below.

[previewyoutube][/previewyoutube]

We wanted to make sure this feature isn’t overpowered, so we’ve added some conditions that I hope will be good enough for most survivors. Let us know on Discord if it needs rebalancing.

The catch:
1. Anything powered by a repeater, or that can damage other players may be damaged while your base is protected. (i.e. Mines, turrets, electric floors, and fences can be damaged.)
2. The time remaining for the protection effect will be displayed to other players if they examine part of your build.
3. There’s a cool time of 6 hours(IRL time), regardless of how long your base is protected.
4. Your cooldown time begins if you deactivate it, and you can’t reactivate it until the 6 hours have passed.


[h2]📒 Chat Features[/h2]
We’ve added two new features to chat.

The first is a list of recent private chat usernames. Communication is a key part of teamwork, and we hope this makes it easier to keep in touch with your friends… and enemies.



We’re still polishing it, but we decided to put it in now and continue updating it as we go. You can see previous private chat partners by pressing the UP or DOWN arrow on your keyboard. Then you can use your mouse to click the person you’d like to chat with.

The second is the ability to block and unblock, other survivors. Some people are just unpleasant. So if you don’t want to hear what someone is trying to say, you can block them and never have to worry about them unless you run into them on the server.



You can block someone by clicking their name in the chat window, or by opening the Survivors(L) menu, and manually blocking them by finding their username and clicking the X next to it. You may also unblock someone here if you feel like forgiving them.




That’ll wrap up this week’s patch note. Take care!
- Director K

[OFFICIAL DYSTERRA COMMUNITY CHANNELS] 🔗 Steam Community Forum 🔗 Discord 🔗 YouTube 🔗 Twitter 🔗 Facebook 🔗 Twitch

[Game Note] The World of Dysterra, Pt. 2

Greetings from Orbis!

Things are starting to pick up again here in the office, and we’re revving up to release our first major update. We’re planning to release it the first week of February (fingers crossed). There will be a lot to unpack, but I’d rather wait until we’ve ironed everything out before telling you all about what’s inside the update. What I can tell you right now is that we have two underground areas for you to explore. One is an underground training base used by the Hyenas, which will include all-new soldier NPCs. The other will be a mysterious underground area with multiple layers. Here’s an image of the latter to pique your curiosity. I’ll fill you in more next week!


Last week, I started sharing the backstory of the world of Dysterra.
We covered some basics about the world, but this week I’d like to dig deeper into the history of Ararat Island, and why the facilities are built there.

After hundreds of years in outer space, Orbis started running out of terrasite, its primary energy source. While increasing solar capacity would delay the need for more terrasite, the fastest solution to the problem was to mine terrasite down on the surface where conditions have mostly improved to make it livable between occasional volcanic eruptions.

The Orbis government placed five drills on the island to extract terrasite quickly and efficiently. Orbis also constructed research facilities on top of four drills to use the mined terrasite to study ways to effectively use it to counter the effects of terrafire on the local and global climate.


The Geolab research facility was built to find ways to stabilize the ground for construction building stability, while also finding out how to create artificial earthquakes in order to bring terrasite and other minerals to the surface.


The Meteocenter facility was built to investigate ways of controlling the weather to assist with farming and the recolonization of new areas. It currently only affects air temperature but it could one day also control precipitation. Since beans are mostly temperature dependant, they’re the only crop to have been successfully grown on Earth following the Great Terrafire. That’s why there are so many cans of baked beans lying around the island.


The Satellite Station was built to facilitate effective communication between the Orbis government and what was happening down on the surface. The EMP towers were built to allow communication with the space station during occasional electric storms in the ionosphere.


The Chemochamber was an experimental facility used to find ways to enhance physical ability using gamma rays emitted from activated terrasite. Testing started on local bear and elk, and moved on to DNA testing producing chimeras and other creatures you’ll find in Dysterra. At the center of the facility is an electric pylon that was once used to pacify the “creations” of the facility, but it seems that a few creatures have learned to absorb the electricity emitted from the pylons.


As for the Delta Plant and the large “crystal” above it, the delta plant was made to focus on deep drilling in order to extract as much terrasite as possible. The large “crystal” floating above it is an apparatus that uses terrasite to beam gamma rays (which are invisible to the naked eye) to Orbis in order to power the station. Something to note: the small terrasite transmitters located in Hyena bases and crafted at workbenches work by transmitting their terrasite to the Delta Plant’s Orbital Gamma Ray Emitter(O.G.R.E.). Any energy received by the OGRE is then sent directly to Orbis when its orbit passes above the facility.


Lastly, the Wall! One of our survivors asked me on Discord about the giant wall spanning the island. It was originally constructed to keep the Satellite Station secure by separating it from the rest of the island. Due to the importance of the Delta Plant to the future of Orbis, an additional boundary was also built to seclude the Delta Plant.


I hope this week’s dev note quenched your curiosity about the facilities. We’re excited about the February update, and we’re working hard to make sure you all will like it. My dev note next week will be the story of the events leading to the fall of Orbis control on the island, and the rise of the Hyena forces’ power.

Have a good one!
- Director K

[OFFICIAL DYSTERRA COMMUNITY CHANNELS] 🔗 Steam Community Forum 🔗 Discord 🔗 YouTube 🔗 Twitter 🔗 Facebook 🔗 Twitch

📢 Notification of Known Issues as of January 12th, 2023

Greetings, survivors!
This is Team Dysterra.

Some of the known issues have been resolved and improved through the last update on January 2nd & January 11th and new issues to be resolved in the next update have been added.
For more detailed update information, be sure to check out the 🔗Hotfix details🔗 and 🔗Update Details!🔗

[h2]📢Notification of Known Issues for January 12th, 2023📢[/h2]
Known issue notifications are to disclose the thoughts of the Dev team regarding errors that occur while installing or playing the game, in-game bugs, or status(progress).
They will be announced as often as possible according to the progress of reports from players.


[h3]📌 Recently resolved or reflected 📌[/h3]
✅ Fixed an issue where Buildingcore access was denied when another user installed a repeater nearby
✅ Increased Forge energy consumption level
✅ Fixed an issue where an attempt to farm an item fails even after securing a space in the inventory
✅ Fixed an issue where the Sliding Door degrades even with the Buildingcore energy
✅ Fixed an issue of Proto-Juggernaut's right-click attack (missile barrage) doesn't cause damage


[h3]🚧 Issues to be fixed in the next update 🚧[/h3]
The time of application of these fixes may be delayed due to the priority of the update preparation process, but they will all be applied as soon as possible.

🔧 An issue where foundations cannot be installed in some places after removing trees

🔧 An issue where Boss NPC Juggernaut and Grima get stuck in a certain area

🔧 Fixed an issue where “*” was displayed when entering a single-byte number in a custom server name

🔧 Fixed an issue where players other than the driver could not hear the sound of the car and the wheels would not move when riding in a vehicle

[h3]🔍 Content being fixed or being prepared 🔍[/h3]
🧪 Abnormal movement/behavior of some animal NPCs
  🎤Dev Comments🎤
  💬We are constantly checking movement/attack patterns for NPCs.
  We will quickly identify the cause of the issue and notify you.

🧪 Improving loading speed.
  🎤Dev Comments🎤
  💬We are continuously working on optimization and related issues to reduce the time
  necessary to load servers and run game.

🧪 Difficulty level problem for field boss juggernaut
  🎤Dev Comments🎤
  💬We are working on the problem that it was too easy to target by advantaging some terrain,
  and Juggernaut will be back to survivors with an improvement.

🧪 Considering providing a skill reset method
  🎤Dev Comments🎤
  💬We sympathize with the need for a skill reset, and we are thinking about how we would
  apply it on Dysterra. For example, we are reviewing a way to reset skills by acquiring items
  through crafting or Facility raids.

🧪 Fixed an issue where the character could not aim below fully

🧪 Fixed an issue where the hotkey worked when using the search function on a workbench, etc.

🧪 Issues with installations being installed improperly
  🎤Dev comments🎤
  💬We are considering improvements for issues such as not being able to place items
  like a workbench very close to the walls or automatically aligning depending on the direction
  the character is standing.

🧪 Changing existing settings for Single Player mode
  🎤Dev comments🎤
  💬We are considering a modification function for survivors who must have been frustrated
  because it was impossible to change the settings in the middle of Single Player mode.
  You can change the Single Player mode settings by modifying the contents of the file located
  in the folder below.
  - Folder location: >\Dysterra\Dysterra\WorldSettings\SinglePlay.json

🧪 Planned improvements to the long crafting time of forges
  🎤Dev comments🎤
  💬The existing balance was set to encourage the forges to operate automatically while
  the player explores the world and loots major bases and facilities,
  but we are considering introducing the ‘Forge Upgrade System’ as quickly as possible
  to incorporate opinions from players.
  We will be back soon with better and hopefully more intuitive forges.

🧪 Minimized frame drop while playing the game.

🧪 Problem of character creation notation error in the lobby server list.

🧪 Planning to improve Gamepad support

🧪 Expansion of the area available for housing construction is in progress
  🎤Dev comments🎤
  💬Currently, major buildings (major bases and facilities) are restricted from being built to
  prevent monopolization and abuse by some users. However, since we are aware of the
  inconvenience caused to survivors, we are considering reducing the restricted area,
  and will reflect some in the next update.

[h3]🚨 Issues that needs to be reported 🚨[/h3]
These are issues that are yet unknown with the exact type of occurrence, or something we need more reports on🙇‍♂️
 🔗Links to Customer Center
👁‍🗨 The issue of NPC AI when using Satellite Station debuff (EMP Shockwave)
- If you have a specific implementation method or video for the above issue, please submit it through the customer center.

👁‍🗨 The issue of structures being left unrepaired when using a Buildingcore repair function
- Please submit a detailed explanation of the above issue through the customer center.

👁‍🗨 The issue of quick slot and protocol settings are initialized when reconnecting
- Please submit a detailed explanation of the above issue through the customer center.

👁‍🗨 The issue that a wall, door, etc. could be installed on the opposite side of a closed door or window
- If you have a specific implementation method or video for the above issue, please submit it through the customer center.

[h3]📖 Resolved/Reflected history 📖[/h3]
✔ Fixed an issue where the order of items was changed when accessing nearby Storage Boxes from the Workbench
✔ Fixed regen time issue of some Superior Terrasite Deposit
✔ Fixed an issue with NPCs falling to the ground during the Hyena Swooping Attack event
✔ Modified the UI of the nearby storage box use to be more intuitive
✔ Balanced the increase/decrease of the Terrafire eruption date when using the Facility Phase Controller
✔ Improved chance of hacking Secure crates additionally

[h3]🗳️ Feature Upvote 🗳️[/h3]
In the Feature Upvote, voting is currently underway for the following ideas,
so please vote and/or leave us comments.

📢 Notification of Maintenance at Jan 11th 01:00 - 04:00(PST) & Update Details

2023.01.12 - Terrafire date adjustment due to world lifespan update has added.
[hr][/hr]
[h3]Our maintenance was completed earlier than the scheduled maintenance end time. You can join the game now!🤩[/h3]
[hr][/hr]
[h2]📢Maintenance Guide📢[/h2]
We will be proceeding with server maintenance soon. Maintenance will last for 3 hours.
The duration of the maintenance may be shortened or extended.

[h3]PST: Jan 11th, 01:00 - 04:00
CET: Jan 11th, 10:00 - 13:00
KST: Jan 11th, 18:00 - 21:00[/h3]

Please make sure to move your character to a safer place before the maintenance.
Your character will fall asleep at that specific location when the maintenance starts.

[h2]📍Link to Update related Patch Note📍[/h2]

[h2]🚧Update Details🚧[/h2]

[h3]🔧Balance🔧[/h3]
1. Changed world lifespan
 1) Default lifespan: 7 days (in-game time 168 days) → 14 days (in9-game time 336 days)
 2) Minimum lifespan: 7 days (in-game time 168 days) → 10 days (in-game time 240 days)
※ Maximum lifespan of server is 28 days (672 in-game days)
※ Due to adjustment on the world lifespan, if the server has lower lifespan than updated minimum lifespan, the server life span could be adjusted due to this update. This update will also going to be applied to the single and custom servers.

2. Adjusted difficulty and reward of Chemochamber
 1)Adjusted respawn time of the facility NPC.

 2) Adjusted Chemochamber NPC's respawn rate
  - 1st Floor corridor 
   * Talon  120 seconds → 210 seconds
   * Lab Scout Guard 120 sec → 210 sec
  - 1st Floor main energy core room
   * Mutant 30 sec → 210 sec
   * Energy Mutant (Energy core gimmick) 30 sec → 60 sec 
  - 2nd corridor
   * Mutant 120 sec → 210 sec
   * Lab Scout Guard 120 sec → 210 sec
  - 2nd core room
   * Mutant Guardian 30 sec → 60 sec
   * Talon 10 sec → 210 sec
   * Talon Brute 30 sec → 210 sec
   * Mutant 30 sec → 210 sec

 3) Adjusted core box reward at Chemochamber
  - Fixed reward
   * Chemical Phase Controller X 1
   * Chamber Akashic Data Card X 1 (Single play)
  - Two Random rewards (The same rewards could be rewarded twice)
   * Chamber Energy Core X 1
   * Superior Lens X 1
   * Superior Cylinder X 2
   * Superior Metal X 2

3. Adjusted difficulty and reward of Meteocenter
 1) The capture time required for Reactor is now adjusted
  - 30 sec → 20 sec

 2) The number of spawn counts and the rate of the NPC is adjusted while capturing each point.
  - A point (01 Reactor)
   * Center Shield Guard
    ㄴ spawn count 5 > 3
    ㄴ respawn time 5 > 10
            * Center Scout Guard
    ㄴspawn count 5 > 2
    ㄴ respawn time 5 > 10
  - B point (02 Reactor)
    * Center Gun Shield Guard 
    ㄴ spawn counts 3 > 1
    ㄴ respawn time 5 > 10
    * Center Shield Guard
    ㄴ spawn counts 5 > 2
    ㄴ respawn time 5 > 10
    * Center Scout Guard
    ㄴ spawn counts 4 > 3
    ㄴ respawn time 5 > 10
  - C point (03 Reactor)
    * Center Shield Guard
    ㄴ spawn counts 10 > 5
    ㄴ respawn time 5 > 10
  - D point (04 Reactor)
    * Center Scout Guard
    ㄴ spawn counts 6 > 3
    ㄴ respawn time 5 > 10
    * Center Shield Guard
    ㄴ spawn counts 5 > 3
    ㄴ respawn time 5 > 10
  - Corridor: adjusted numbers of NPC spawns in this area
    * Center Scout Guard
    ㄴ spawn counts 8 > 4
    ㄴ respawn time 60 > 120
  - Elevator Room: adjusted numbers of NPC spawns in this area after capturing Reactor
    * Center Scout Guard
    ㄴ spawn counts 3 > 2
    * Center Gun Shield Guard 
    ㄴ spawn counts 2 > 1
    * Bombbug
    ㄴ spawn counts 8 > 4
    * Stomper Center Guard
    ㄴ spawn counts 0 > 1
  - Elevator (pressed the button inside)
    * No adjustments are made

 3) Adjusted core box reward at Meteocenter
  - Fixed reward
    * Meteorological Phase Controller X 1
    * Center Akashic Data Card X 1 (Single play)
  - Two Random rewards (The same rewards could be rewarded twice)
    * Center Energy Core X 1
    * Superior Lens X 2
    * Superior Cylinder X 4
    * Superior Metal X 4

 4) Orbis and Hyena NPC balance is adjusted
  - Melee NPC's damage is decreased by 20%
  - Ranged Hyena NPC's damage is decreased
  - Ranged Orbis NPC's damage is decreased
  - Orbis guard NPC's damage is decreased
  - Bombbug's health is adjusted  50 > 20

 5) Changed NPC at Abandoned structure & Yard building
  - Orbis Assault Robot, Orbis Shield Robot → Hyena Assaulter, Hyena Shielder

 6) Orbis Assault Robot, Orbis shield Robot is located at Danger Level 2 

 7) Adjustments on 1.5 Tier buildings
  - located Hyena guard posts near buildings
  - located solar panel streetlights near buildings
  - located lying Buggy Android NPCs with the building and flooded building 
  ※ 1.5 Tier building: Buildings located between the beachside building and Danger Level 2

 8) Adjustments to Foods
  - The food points at food consumables are adjusted
    * Elk meat  3 → 1 
    * Bear Meat 6 → 3
    * Grizzly Bear Meat 10 → 5
    * Parasol Mushroom 2 → 1
    * Dryad's Saddle 2 → 1
    * Agave Leaf 5 → 2
    * Prickly Pear Leaf 5 → 2
    * Prickly Pear 9 → 4
    * Elk Steak 20 → 10
    * Bear Steak 25 → 12
    * Grizzly Bear Steak  30 → 15
    * Roasted Parasol Mushroom 15 → 7
    * Roasted Dryad's Saddle 15 → 7
    * Uncooked Kebab 10 → 5
    * Meat Pie 35 → 17
    * Kebab 40 → 20 
    * Meat Stew 35 → 17
    * Old Can of Beans 15 → 7
    * Canned Meat 40 → 20

[h3]🔧Content🔧[/h3]
1. Added New Weapons
 1) Sniper Rifle NF-1W(Nadelfein)
  - Rank: Tier 3 - Sniper Rifle
  - Damage: 90
  - Piercing 6%
  - Building Damage 4%
  - Ammo -  8
  - Durability: 360
  - Crafting Recipe: Fine Metal 35 / Fine Cylinder 20 / Fine Terrasite 10 / Fine Lens 2

 2) Cold Steel
  - Rank: Tier 3 - Melee weapon
  - Damage 55
  - Throw damage 70
  - Status effect: Bleeding 30 (Stackable)
  - Durability: 80
  - Crafting Recipe: Fine Metal 20 / Fine Cylinder 10 / Fine Terrasite 5

2. Added new consumable
 1) Cleansing Shot
  - Effect: Radiation, Bleeding, Fracture + 50
  - Recipe: Talon Biometric Data X 2, Mutant Mushroom X 5
  - Required crafting time: 10 sec
 2) System Cooldown Pack:
  - Effect: Decrease System overload -30 sec
  - Recipe: Fine Chip X 10, Battey Pack Lv.2 X 2, Fine Terrasite X 5
  ※ Also could acquire at Fine Supply Drop Pod with the chance
 3) Prime Bear Meat
  - Effect: Food +10, Health -10
  ※ Could be acquired from Bear and Grizzly Bear with a 20% chance
 4) Prime Bear Roast
  - Effect: Food +60
  ※ This could be cooked to Bear foot Steak using a grill.

3. New installations
 1) Potted Fir
  - Recipe: Metal X 10, Fiber X 10
  - Required crafting time: 20 sec
  ※ This could only be crafted from Workbench
  ※ Tree without decorations compare to current Christmas tree

 2) Christmas event items are now removed
  - Meal kits, Food, and Tree recipes removed storage box skin.
  - However, storage boxes currently installed with Christmas skins will be kept 

[h3]🔧UI🔧[/h3]
1. Emotes
 1) Increased uncontrollable time while using emotes.
 2) Fixed an issue that the screen penetrates the character's body while using emotes.

[h3]🔧Etc🔧[/h3]
1. Improved server network optimization
2. Adjusted achievement condition on Deep pockets achievements.
 1) Steam achievements: Send 50 Superior Terrasites → transmit 50000 Terrasite balance
 2) Ingame achievements: Send 10/50/100 Superior Terrasites → transmit 10000/50000/100000 Terrasite balance

[h3]🔧Fixed Bug🔧[/h3]
1. Fixed issue of Energy SMG MMP-500X Eclair's aim shooting problem.
 - fixed issue when ADS shooting at close range shows the hitting spot abnormally.
2. Fixed an issue that Juggeranut's soundtrack does not stop when killed by field boss Juggernaut.
3. Fixed an issue that the Integrated Utility Controller doesn't show installations and buildings within the repeater area.
4. Fixed issue where an attempt to farm a new item is blocked when the inventory is full, and then the farming attempt fails again after securing a space in the inventory
5. Fixed an issue of Proto Juggernaut(mountable Juggernaut)'s right-click attack (missile barrage) doesn't cause damage to the enemy.
6. Fixed an issue where the Sliding Door degrades even though there is no problem with the Buildingcore energy


We'll come back with a more stabilized and better gameplay environment after the maintenance.

Thank you, survivors!

[Dev Note] The World of Dysterra, Pt. 1

Greetings from Orbis!

The world of Dysterra can seem a little confusing at times, and I’m sure you all have questions about the world.

This week, I’ll answer some basic questions that have likely come to mind while playing the game.
I’ll assume that you’ve watched the opening story video, but for those of you who haven’t, you can open up Dysterra and watch it before you read the rest of the dev note.

[h3]Buuuuut… if you’re in a rush, here’s a heavily condensed version:[/h3]


Humanity discovered a new power source underground, and called it terrasite.
The more terrasite that humanity mined, the more Earth’s core became unstable.
Eventually, Earth was plagued with continuous volcanic eruptions, and so a large portion of humanity fled the planet to live permanently on a satellite, called Orbis, in outer space.
Orbis eventually started to run out of terrasite(its energy source), so you and others have been sent down to find more. You’re expected to mine as much as possible before returning; That’s why Orbis won’t send an escape rocket until the island’s volcano is about to burst.


If you want to hear the story in detail, you’ll have to open the game and watch the intro.
So now on to what I deem are the questions that aren’t answered in the opening story scene.

Why Ararat Island?

Ararat is just one of many islands on Earth. Just as Noah’s ark landed at Mount Ararat following the great flood, Orbis named this island “Ararat” to signify its first time returning to Earth following the great catastrophe that caused humanity to abandon the planet for the space station.


What’s special about this island is that there has been recent seismic and volcanic activity, bringing large amounts of terrasite to the surface through earthquakes, as well as through recently formed lava flows in the Delta Region. The sheer amount of easily accessible terrasite makes it a prime location for mining.

Orbis vs. Hyena

While playing Dysterra, you’ve probably wondered about the relationship between Orbis and the Hyenas.


A lot has happened in the few hundred years that humanity has been confined to outer space.
As the government of Orbis slowly replaced human jobs with robots, more and more people lost a way to support themselves.
Without their livelihood, they turned to crime. The Hyenas were once a small, back-alley group of smugglers based on Orbis, but they eventually became a full-on organized crime group positioned against the government of Orbis.


The branch of the Hyenas that’s based on Earth is spread across a multitude of islands, and uses dropships to transport troops and supplies between their bases.
They’ve currently occupied most of the Orbis structures on Ararat already, but the Orbis robots have been able to maintain control over the main facilities and the many installations they have around the island by using radiation to make the areas inhospitable to humans.


Ask Me Your Questions

I’ll be sharing the story of Dysterra over the next several weeks, and I have a good idea of what I think is important for survivors to know. However, I’ve been building and designing the world of Dysterra for so long that a lot of things seem like common knowledge to me. I’d like to hear your questions about the world of Dysterra.

Please send any story-related questions you’d like answered in my next dev note to Dev_Armond or Dev_Beckenstein on our Discord server. I won’t be able to answer everything, but I’ll pick the more common questions and answer those.

Stay warm out there! (Or stay cool if you’re not in the northern hemisphere!)

- Director K

[OFFICIAL DYSTERRA COMMUNITY CHANNELS] 🔗 Steam Community Forum 🔗 Discord 🔗 YouTube 🔗 Twitter 🔗 Facebook 🔗 Twitch