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Ara: History Untold's Living World - Dangerous Wildlife

One of the key principles we’ve had for Ara since the beginning is that the various components of the game’s Living World are not just visual flourish but are in fact meaningful to gameplay. This takes many forms, including providing players with feedback, reflecting the outcomes of their choices, and calling their attention to important changes or new information in the world.

A screenshot of an early settlement in Ara: History Untold.

One of the earliest examples of this in the game is Dangerous Wildlife. Dangerous Wildlife is comprised of various biome-specific animals that were a danger to humans in early agrarian societies. As a game concept, it’s there to help reinforce to the player the areas of the world that are wilder and will require additional resources to settle and provide some additional interesting early game activity and rewards for exploration.

Prior to our Technical Alphas, Dangerous Wildlife was being treated as a set of solo military units, roaming around the map, to be defeated by a player’s early units (e.g., Scouts). They were grouped under a “Wilderness” faction so they would play nice with the other military systems – but what this did in practice was emphasize a focus on early game warfare and create a distracting / frustrating set of obstacles for players to explore and progress.

We received a lot of valuable feedback on how this made players feel – and we made some adjustments.

A screenshot of the Ara: History Untold Insider Forums, where one user writes: "I hate cougars I hate cougars I hate cougars"

Today, Dangerous Wildlife is treated instead as a modifier for Sub-regions. Sub-regions that contain Dangerous Wildlife must be “cleared out” before their resources are available for players to harvest and exploit, and doing so gives players a small relevant reward (e.g., Furs for clearing an area of Wolves).

A screenshot of Ara: History Untold UI showing that wolves will bolck the use of the area until they are defeated.

Now players have a more interesting strategic decision to make early on – should their exploration focus on exploring new areas to find new resources or opportunities for Diplomacy, collecting resource caches on the map (which we’ll talk about in a future post), or clearing wildlife to free up additional regions for settling.

We’re excited to get this feature into players’ hands to see how they like this new approach to fauna in our game. If you’d like the chance to try out this feature before the game’s official release, please head to AraHistoryUntold.com to sign up for our Insider Program for the opportunity to participate in future Alphas.

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- The Ara: History Untold Team

Ara: History Untold's Living World - Roads

This week's update to Ara: History Untold's Living World is focused on how the team ensured that our procedurally generated roads would all come to an organic endpoint or intersection.

Our last update on roads was in our City Layouts Developer Diary, where despite plenty of progress to placement and pattern, intersections were still in progress. Previously, overlapping roads would create seams, intersecting roads would have harsh transitions, and some roads would just end abruptly. To more accurately mirror the path of real roads, the team has made it so that intersections, even complex ones, have a more natural transition with proper blending. Additionally, buildings and structures will be aligned along the edges of roads and won't intersect with them.

We think these changes add to how realistic our living world can get, and we're excited to make more of these improvements in the future. Be sure to stay tuned for updates!


Take a look at the before (left) and after (right) of our roads.


This is a full view of what roads looked like before our recent changes, with visible seams, harsh transitions, and buildings intersecting roads.


This is a fulll view of what roads currently look like, with proper blending and smooth transitions in intersections.

Ara: History Untold's Living World - Terrain Textures

Continuing our series on the look and feel of Ara: History Untold, this week the team wanted to share a little bit more about the terrain and world textures.

As we talked about in our Microflora post, the team was able to increase the resolution of the terrain textures in recent weeks to help ensure a more detailed look, but they didn’t stop there – updates have been made to normalize the lighting across all the elements of the living world to help ground the gameplay and natural elements, and the team also did a pass at regenerating the textures to balance colors and reduce noise, for a more natural look.

With all visual changes, the team is looking to ensure that performance and gameplay are front and center. We are excited to report that despite the increases made to resolution, they were able to make the net render time 15% more performant due to simultaneous optimizations made to terrain blending, with the added benefit of further smoothing lateral camera movement, based on feedback from our recent Technical Alpha.

Take a look at the progress we've made below, and be sure to stay tuned for more!


A split image showing the before and after of the savannah biome.


The savannah biome during our second technical alpha.


The savannah biome with the increased resolution and updated lighting.

Ara: History Untold's Living World - Cloud Shadows

This week the Ara: History Untold Team would like to continue to highlight the progress we've made to the game's visuals. Our latest feat has been creating cloud shadows that roll over the various landscapes, adding a new layer of depth to our living world.

We took a simple approach to implementing this, wherein we take the XY World position of the Pixel and use that to generate tiling UVs for a cloud map. That cloud map then modulates the actual shadow value of the directional lights, allowing ambient light and ambient specular to still have impact.

The results are impressive, with the shadows creating more variation across the expansive landscapes. Don't just take our word for it, see the changes for yourself in the captures below.


A spliced view of what the savannah biome looks like without (left) and with cloud shadows (right).


A full view of what the savannah biome looks like without cloud shadows.


A full view of what the savannah biome looks like with the cloud shadows. Sunlight is more vibrant and shadows bring out variety in the terrain.

Ara: History Untold's Living World - Microflora

The team at Oxide Games has been hard at work, and this week we'd like to share our progress on the graphical fidelity of Ara: History Untold's living world.

We've specifically been focusing on improving the terrain throughout the game. So far, we've increased the resolution of the terrain textures and added "micro flora", an element that adds small grass and plants to the terrain.

Despite the name, the addition of micro flora has made a huge difference. Our micro flora is a particle-based system that scatters thousands of blades of grass across the entire landscape and is customized per biome, giving each area a distinct look and feel. The addition of these effects also grounds the other elements in the world, such as roads, buildings, and people, which creates a truly living world as a result.

Take a look at the difference these adjustments have made below:


A comparison of our forest terrain without (left) and with micro flora (right)


A full image of the forest terrain before the increased resolution of the terrain textures and addition of micro flora.


A full image of the forest terrain with the recent enhancements.