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2023 DYSTERRA Development Roadmap

Hello everyone! Director K here again.

It's already been a month since Dysterra began early access on November 24.

We’ve been so hard at work fixing bugs and programming errors, watching how you play the game, listening to your opinions, and preparing solutions to issues that it’s hard to believe so much time has already passed.

You’ve all been so generous with your advice and feedback, and we hope to start repaying that generosity by sharing clear goals for where development of Dysterra is headed.

So without further ado, here’s our roadmap for the short-term and the long-term.

📅 THE SHORT TERM 📅

The more survivors we have, the more fun that Dysterra becomes. We’re planning several ways for all kinds of survivors to play together.

[h3]🔧 Bug fixes, optimization, and balancing[/h3]
Fixing bugs, optimizing performance, and balancing the game are the most important things for our game’s success in the short term.

We’ve been improving various server and client issues, while at the same time optimizing as many things as we can, but there’s still more that we can fine-tune and improve.
We’ll keep working on these factors to provide a stable and enjoyable experience for everyone.

As for the radiation status effect, it was first designed as a device to require players to acquire minimal armor before attacking bases and facilities. Actual player data, however, hasn’t reflected what we originally expected, so we are making adjustments through patches and updates to improve that part of gameplay.

[h3]🔧 Convenience Features[/h3]
Over the next two months, there will be a lot of quality-of-life improvements to the user experience as well as to items. This includes quality-of-life features for teams such as the ability to use emotes, chat enhancements, and ping system improvements.

[h3]🔧 New Weapons and Items[/h3]
As you’re all probably expecting: A variety of weapons and items will also be introduced every month.

Most of the new weapons we’re adding will be medium/high tier weapons, and basically, the more used and the higher the tier, the more difficult it will be to obtain and maintain.
These measures are intended to prevent one-sided combat caused by equipment gaps and we’ll be adjusting weapon balance through continuous game-play data analysis and player trends.


📅 THE MID TERM TO LONG TERM 📅

Gameplay elements will be expanded in every way.

We will especially continue to add a multitude of enemies and locales throughout the world for players to find and challenge themselves with. We’ll be adding a brand-new area to the map, as well as broadening the number and variety of resources and items. Everything new will complement existing elements and add depth to the game.

[h3]🧪 New Content[/h3]
New game content also serves as a vehicle for storytelling, allowing us to present a deeper understanding of what's going on in(and above!) the world of Dysterra. This includes the introduction of new figures.

For the time being, the above content will continue to be added to the current map of Ararat Island. At some point, a new map will be added and new content will be provided.

[h3]🧪 Game-Changing Weapons and Supplemental Items[/h3]
Weapons and auxiliary items will be expanded from the existing set to add various forms and abilities to the game. We will also be adding weapons and items that will fundamentally change PvP combat. (More on that in a later dev note.)

[h3]🧪 Base Functions & Use[/h3]
Player bases function as a place for producing items and protecting one’s valuables. We will also be providing ways to decorate and personalize your base while also making it a place to mingle with friends. New items will be provided in the lobby’s Terra Shop that will allow survivors to construct unique and aesthetic bases.

[h3]🧪 Clans & Vehicles[/h3]
The clan function is a long-term connection between survivors and we consider it very important to the game. We will provide the ability to connect with fellow clan members in real time across multiple servers.

Finally, regarding vehicles, we’re looking into designing new vehicles with attack capabilities in addition to our current 4-wheeled vehicles.




Of course, this won’t be everything.
Through the help and feedback of our survivors, Dysterra will continue to evolve and transform into the best survival game available on the market.
Thanks for all of the love you’ve shown our game so far. We look forward to seeing you on Ararat Island!


Thank you.
- Director K

[Patch Note] New Type of Cyclops, Sliding doors, and more!

Happy holidays from Orbis!

For all of you survivors cooped inside while it’s snowing outside, I’ve got another great update for you. This time around, we’ve got new cyclops wandering around the main part of the map, a completed set of hazmat equipment, improvements to turrets, new sliding doorwalls, and some balance changes that most of you will like.

Before we get into the nitty gritty, I’d like to quickly cover what no-raid servers are.

[h2]📒 No Raid Servers[/h2]

As many of you have probably already noticed, we’ve added a “No Raid” test server to our game’s server list. It’s exactly the same as a PvP server, except that you can’t damage peoples’ bases. Many players have expressed their frustration over losing all of their progress when they return to the game only to learn that their base has been raided, and they’ve lost everything.

We’re testing out the concept, so if you feel that you’re a more casual player, then jump into one of our No Raid test servers and try it out. If more people enjoy them, we plan on expanding them to more regions.

[h2]📒 Field Cyclops[/h2]

The space between hyena and orbis bases has been rather void of danger. But we want Ararat Island to feel like a dangerous place… So keep your eyes open for some cyclops wandering around in the Danger Level 3 portion of the map.

[h2]📒 New Hazmat Equipment[/h2]

For those of you that really don’t like walking through radiation, we’ve completed the hazmat set for you. You’ll get great protection from the radiation, but that’s it. Be careful and pack some extra medical shots before you go on your next farming trip.


[h2]📒 Turret Improvements[/h2]

Players haven’t been using turrets as much as we’d like to see. The main complaints were that they were easy to destroy, and had poor aim.

We’ve rebalanced all of our turrets’ damage and HP to hopefully take a step towards making turrets a more pivotal part of base defense. Be sure to test out your neighbor’s turrets after we update the servers!

[h2]📒 Sliding Doors/walls[/h2]

[previewyoutube][/previewyoutube]
So far there’s only been two kinds of doors for your base: a normal door, and a garage door. In this patch, we’re adding a sliding door to the game. You can craft it, and place it like you would any wall. They’re a structural support, so you can build floors/ceilings on top of them.

[h2]⚖️ Game Balance Changes[/h2]
[h3]🔧 Furnaces[/h3]
A few players have been using furnace farms to game the rankings system. We also want players to spend their time in-game exploring the world, and interacting with NPCs… not waiting in their base for their furnaces to refine materials.

To balance gameplay, we’ve increased the energy upkeep cost of furnaces to reduce the existence of furnace farms. Please remember that you can adjust your furnace’s processing speed to reduce the amount of energy it consumes.

[h3]🔧 Grenades and Landmines[/h3]
These were originally intended to be used against NPCs and players, and not for infiltrating bases. We’ve made grenades give varying damage depending on the enemy’s proximity to the explosion. We’ve also increased the max damage for grenades, while also making it so that all landmines give 0 (zero) damage to buildings.

[h3]🔧 Energy DMR & DMR SW-1[/h3]
We’ve noticed that few people are using the energy DMR or the DMR SW-1, so we’ve increased their DPS. At the same time, we increased the size of the energy DMR’s magazine to include more shots between reloads.

[h3]🔧 Assault Rifle DVG14 & Energy Assault Rifle EC MK-III[/h3]
We’ve also noticed that the Tier 4(purple) assault rifles only had a minor advantage over Tier 3(blue) guns, so we’ve improved their DPS as well as increased their magazine size.


That’s it for this week’s patch. Have a good one!
- Director K


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

📢 Maintenance at Dec 21st 02:00 - 04:00(PST) & Update Details

[h2]📢Maintenance Guide📢[/h2]
We will be proceeding with server maintenance soon. Maintenance will last for 2 hours.
The maintenance period could be adjusted due to technical issues, if the issue occurs, we will be going to share the announcement immediately.

[h3]PST: Dec 21st 02:00 - 04:00 03:45
CET: Dec 21st 11:00 - 13:00 12:45
KST: Dec 21st 19:00 - 21:00 20:45[/h3]

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

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

[h2]🚧Update Details🚧[/h2]
[h3]🔧World🔧[/h3]
1) Relocated NPC ‘Cyclops’ to Danger Level 3

[h3]🔧Convenience function🔧[/h3]
1) Changed the color of abnormal status effect icons based on body temperature of character
- Previous : Green when close to basal body temperature(36.5), red when it is far from it
- Fixed : Light blue when body temperature is low, pink when body temperature is high
2) Improved facility phase controller range display method
- Positive effects are marked in green, negative effects in red

[h3]🔧Balance🔧[/h3]
1) Added 2 new types of radiation-related armor
- Hazmat Helmet
 * Materials : Fine Fiber 1ea / Fine Metal 1ea / Fine Terrasite 1ea
 * Production time : 30s
 * Durability : 100
 * Radiation : 10%
 * Repair Recipe : Fine Metal 1ea / Fine Fiber 1ea
 * Recycle Recipe : Fine Metal 1ea / Fine Fiber 1ea
- Hazmat Pants
 * Materials: Fine Fiber 2ea / Fine Metal 2ea / Fine Terrasite 2ea
 * Production time: 30s
 * Durability: 200
 * Radiation: 30%
 * Repair Recipe : Fine Metal 1ea / Fine Fiber 1ea / Fine Terrasite 1ea
 * Recycle Recipe : Fine Metal 1ea / Fine Fiber 1ea / Fine Terrasite 1ea
2) Adjusted stats on grenades and mines
- Frag Grenade : Min. Damage: 50 > 30, Max. Damage: 80 > 100, Building Damage: 30% > 3%
- Cluster Grenade : Min. Damage: 60 > 50, Max. Damage: 100 > 120, Building Damage: 30% -> 3%,
- Land Mine : Building Damage: 30% > 0%
- Cluster Land Mine : Building Damage: 30% > 0%
※ Known Issues: The current Mine’s building damage rate: 3% will be polished with later update.
3) Adjusted stats on 2 types of Designated marksman rifles(DMR)
- Energy DMR
 * Damage: 26 > 27, DPS: 234 > 243, Magazine Capacity: 12 rounds > 15 rounds, Piercing: 10% > 4%
- DMR SW-1
 * Damage: 30 > 32, Rate of Fire: 0.210s -> 0.135s, DPS: 150 > 256
4) Adjusted stats on 2 types of Tier 4 Assault Rifles
- Assault Rifle DVG14
 * Rate of Fire: 0.108s > 0.098s, DPS: 260 > 286, Magazine Capacity: 30 rounds > 35 rounds
- Energy Assault Rifle EC MK-III
 * Rate of Fire: 0.128s > 0.120s, DPS: 224 > 252, Magazine Capacity: 35 rounds > 40 rounds
5) Fixed consumption according to the number of building parts of the Housing
- Previous: 1x up to 144 ea, 4x from 624 ea
- Fixed: 1x up to 144, then increases by 0.004 per building part. However, 4x from 894 ea
6) Modified the power consumption level of the building parts of the Housing
- LV.1 - 0.01/s > 0.005/s
- LV2. - 0.02/s > 0.01/s
- LV3 - 0.03/s > 0.015/s
7) Adjusted stats of Turrets
- Increased Turret attack speed
 * Turret-L Lv.1 : 0.28s > 0.25s / Lv.2 : 0.23s > 0.2s / Lv.3 : 0.2s > 0.15s
 * Turret-E Lv.1 : 0.27s > 0.23s / Lv.2 : 0.24s > 0.18s / Lv.3 : 0.18s > 0.13s
 * Turret-S Lv.1 : 0.4s > 0.3s / Lv.2 : 0.35s > 0.25s / Lv.3 : 0.3s > 0.2s
 * Precision Turret-E : 0.18s > 0.13s
 * Interceptor Turret : 3.00s > 1s
- Increased HP by 200 on all turrets
- Increased Precision Rate(bullet collection rate) 20% (Interceptor Turret: 60%, Precision Turret: excluded)
6) Changed Cyclops spot event NPC
- Cyclops > Cyclops Tracker
7) Adjusted power consumption of Forge
- Max. 100/m > Max. 250/m
8) Adjusted building parts HP of Housing
- Tier 1: 3,000 > 5,000 / Tier 2: 8,000 > 10,000 / Tier 3: 13,000> 15,000
- However, Garage Door is adjusted as Tier 1: 7,000 > 10,000, Tier 2: 13,000 > 15,000
9) Adjusted Secure Crate hacking success rate
10) Increased Christmas event resource Max. stack size (100 > 200)

[h3]🔧Buf fix and ETCs🔧[/h3]
1) Fixed: unusual accumulating issue at ranking point.
- The excess points caused by bugs will be retrieved.
2) Vulcan will now recognize the character behind the mountable Juggernaut.
3) Fixed an issue when selecting item journal icon in crafting UI moves the user to Lobby
4) Fixed the abnormal effect error on Integrated Facility Manager
5) Fixed the unusual messages displayed when being killed by Turrets installed at Housing
6) Fixed the issue the invitation tickets doesn’t show up while inviting via building core
7) Fixed issue that NPC is showing abnormal behavior at stairs.
8) Fixed the issue of the Vulcan’s narrow sight.
9) Fixed malfunctioning issue of the radiation immunity rate gets higher than 100%
10) Added save function and CMD command) for Custom server
- For details, please refer to the Dysterra Creating Custom Server Guide.
11) Hazmet Set’s name is now updated.
- Hazmet helmet → Hazmat Suit Helmet
- Hazmet shirt → Hazmat Upper Suit
- Hazmet Pants → Hazmat Lower Suit
12) Updated messages on turrets
- Previous : Can be installed on a foundation of a building or on the ground.
- Updated: Can be installed on a foundation or floor/ceiling.


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

Thank you, survivors!

📢 Notification of Known Issues for December 20th, 2022

Greetings, survivors!
This is Team Dysterra.

Many of the known issues have been resolved and improved through the last update on December 13th, and new issues to be resolved in the next update have been added.
For more detailed update information, be sure to check out the 🔗Update Details!🔗

[h2]📢Notification of Known Issues for December 20th, 2022[/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]
✅ Anti-cheat and security enhancements are ongoing on a regular basis
✅ Added Comfort state around Buildingcore
✅ Increased stone gathering amount from all resources where stones can be obtained
✅ Balanced the increase/decrease of Terrafire eruption date when using the Facility Phase Controller
✅ Opened No Raid PVP servers
✅ Fixed an issue with NPCs falling to the ground during Hyena Swooping Attack event
✅ Modified the UI of nearby storage box use to be more intuitive

[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 nicknames were missing from the system message when entering the server

🔧 Improved chance of hacking Secure crates additionally

🔧 An issue where Satellite Station boss NPC Grima being stuck in certain area

🔧 Minimized frame drop while playing game.

🔧 Problem of character creation notation error in 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]🔍 Content being fixed or being prepared 🔍[/h3]
🧪 Fixed an issue where NPCs react even when a Silencer is attached to a gun

🧪 Planned to move location of Terrafire eruption countdown information box

🧪 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 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.

[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 quickslot 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.

👁‍🗨 Misdiagnosis of some anti-virus/security solutions
- If you report the program name where the misdiagnosis occurs through the customer center, we will respond quickly.

[h3]📖 Resolved/Reflected history 📖[/h3]
✔ Increased the probability of collecting fine terrasite
✔ Increased maximum power reserves of all levels of building core and resource conversion rate
✔ Increased the maximum purchasable amount for base defense items in Terrasite Transmitter stores
✔ Increased the radiation resistance of syringes and armors
✔ Improved NPC AI
✔ Opened Hardcore PVP servers
✔ Fixed an issue where building parts connected to Repeaters or housings were not properly demolished
✔ Fixed an issue where the vehicle can move in water
✔ 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 to prevent vehicles from entering the Facility

[h3]🗳️ Feature Upvote 🗳️[/h3]
In the Feature Upvote, voting is currently underway for the following ideas,
so please vote and/or leave us comments.
🖋️ The way ‘Building cores’ display its’ range
🖋️ Competition and conflict on PVE servers
🖋️ Decorate characters
🖋️ Adding a "Rack"
🖋️ Option to use Left-hand Mode
🖋️ Auto-snap function when installing Housing
🖋️ Terrafire eruption period(cap adjustment, etc.)

[Patch Note] Holiday Chests, Radiation Balancing, and more

Holiday greetings from Orbis!

We’ve got some more Christmas themed skins for you this week, as well as quite a few quality of life improvements. Keep on reading to learn more about how to use the Christmas chest skins, sorting options for the chest viewer, balancing changes to radiation (you’ll like these!), and bigger stack sizes to medical shots.

[h2]📒 More Christmas Cheer[/h2]

In addition to Christmas trees and holiday snacks, you now have the option to store your hard earned items in a holiday-themed chest. You can apply the christmas skin when crafting your chests, or you can right-click a chest when it’s in your inventory and use the “equip skins” option.

[h2]📒 Nearby Chest Viewer - Sorting[/h2]
Our nearby chest viewer has really helped alleviate the stress of rummaging through chest after chest to find(or not find!) what you’re looking for. We’re updating the viewer to allow users to sort their chests in alphabetical order(and reverse alphabetical order), as well as in order of chest tier (ascending or descending).

Don’t forget that you can click and drag items between chests!

[h2]📒 Radiation Balancing[/h2]
Constantly having to use anti-radiation shots breaks up the flow of the game, so we’re hoping this patch will make areas with radiation a bit more enjoyable.

We’ve lowered the amount of radiation exposure in many areas to reflect their difficulty. (For those that weren’t aware, different areas have different strengths of radiation.)

At the same time, we’ve added “radiation resistance.”
Before, your radiation level would go to zero after using an anti-radiation shot, and then immediately start going up again. Now, radiation resistance is basically a negative radiation value that allows you to not take any radiation damage for a short while.

If your radiation level is 25, and you use a level 1 anti-radiation shot(-100), you’ll have a “radiation resistance” value of 75.
Once it reaches zero, you’ll start taking damage again, so be careful.

[h2]📒 Larger Stack Sizes for Medical Shots[/h2]

Level 3 medical shots are so powerful that we originally thought it best to keep their max stack size low. But that ended up just making players use lower level medical shots that allowed larger stack sizes.

We’ve doubled the stack sizes for level 2 medical shots(from 10 to 20), and more than tripled the stacks for level 3 shots(from 3 to 10).

[h2]📒 A change to building rules[/h2]

From this patch, anything you build that is not inside your building core’s range will be accessible by anyone after 10 minutes. So remember to place a building core nearby if you don’t want other players demolishing whatever it is you’re making.


For all of you who’ve been asking for a roadmap, I’ll be posting it soon.

See you on the servers!
- Director K

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