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Wards of Andromeda launches August 15, 2025

[p]Greetings surveyors![/p][p]I’m excited to announce the release date for the first free content expansion for Periphery Synthetic, titled: Wards of Andromeda. The expansion will debut on August 15 with exciting new features! Explore two evolving new worlds—with fresh abilities that change how you move and progress through the EP.[/p][p]Continue reading for a short teaser trailer and a breakdown of what to expect with the expansion.[/p][p][/p][h2]Announcement trailer[/h2][previewyoutube][/previewyoutube][p]The trailer begins with quick zooming cuts of portals on the familiar worlds of Alpha Periphery. Emerging from the portals, it changes focus to a new world which exists inside them, with longer shots showcasing its non-Euclidean terrain. Its focus then shifts to the new moss planet, contrasting its dynamic and colorful terrain against its explorable alien structures. A recurring theme of these shots is how both new worlds combine land and water exploration. The trailer closes with a silhouette of the moss planet on the redesigned title screen.[/p][p]The trailer is set to an excerpt of the soundtrack for the new moss planet. Its music system is heavily inspired by Brian Eno (Music for Airports) and Steve Reich (Music for 18 Musicians), combining warm synth pads with the randomness of wind chimes. The result is an always-evolving, never-repeating piece of music that’s unique to each play. The expansion also reimagines the EP’s title screen music within the new portal world.[/p][p][/p][h2]The Wards of Andromeda[/h2][p]Periphery Synthetic is an award-nominated exploration of ambient music that’s couched within a non-violent metroidvania experience. Leading up to its 2024 release, the project had spent two years in early access, expanding from a barren prototype to three massive worlds filled with unlockable abilities and intrigue. It has since been recognized for its novel approach of using generative synthesis and terrain sonification to make it fully accessible to players who are blind.[/p][p]Wards of Andromeda continues its legacy of feedback and iteration. The expansion offers many opportunities to improve the EP for new and returning players alike. Here are its main design goals:[/p]
  • [p]Expanded story. You became the Periphery Synthetic. By surveying the Alpha Periphery system, the EP introduced you to one side of a rising intergalactic conflict. Now it’s time to explore the other side.[/p]
  • [p]Improved economy. You collected raw materials to expand your abilities. New worlds and abilities provide more flexibility in where and how these materials are acquired.[/p]
  • [p]Improved feel. You overcame vast deserts, oceans, and mountains. Running, driving, swimming, and flying receive new playgrounds and enhancements to test their limits.[/p]
[p][/p][h3]Key features[/h3][p]These design goals are supported by several exciting new features:[/p]
  • [p]Alpha Periphery D2. This new moss planet offers a colorful world of evolving vertical challenges. Its massive terrain, dotted with aerial materials to collect, contrasts against the underwater labyrinths which drive its story.[/p]
  • [p]The Interstice. This new portal world evolves in size and complexity as you level up. Acting as both the thread and mirror of your journey, it gradually becomes a hub where you can celebrate all of your abilities.[/p]
  • [p]Synthesizers. This new system upends how abilities are unlocked. It introduces two new currencies to turn materials from one to another. And you can downgrade and uninstall abilities to tailor your experience.[/p]
  • [p]Aerodynamics. This new system provides more control over the flying abilities. With its Trajectors you may turn any fall into a smooth glide. And you will safely land from any collision with the ground.[/p]
  • [p]Aquatics. This new system provides more control over the swimming abilities. With its Spelunkers you may get navigational assistance while inside caves. And you will avoid collisions with the floor automatically.[/p]
[p][/p][h3]By the numbers[/h3][p]These flagship features are complemented by a number of smaller features, enhancements, and fixes, which make it the EP’s largest update yet. Here is a quick comparison between v3.2.12 and v4.0.0, which demonstrates the magnitude of the expansion:[/p]
[p]Metric[/p]
[p]Current[/p]
[p]Expansion[/p]
[p]Change[/p]
[p]Worlds[/p]
[p]3[/p]
[p]5[/p]
[p]+2[/p]
[p]Materials[/p]
[p]30[/p]
[p]33[/p]
[p]+3[/p]
[p]Perceptions[/p]
[p]50[/p]
[p]78[/p]
[p]+28[/p]
[p]Systems[/p]
[p]9[/p]
[p]11[/p]
[p]+2[/p]
[p]Subsystems[/p]
[p]21[/p]
[p]33[/p]
[p]+12[/p]
[p]Max level[/p]
[p]110[/p]
[p]177[/p]
[p]+67[/p]
[p]Milestones[/p]
[p]49[/p]
[p]54[/p]
[p]+5[/p]
[p]Beware! These numbers are mostly locked in, but they can still change.[/p]
[p][/p][h3]Price increase[/h3][p]Importantly, the price of Periphery Synthetic will increase to $5 USD with the expansion release. This increase reflects the new value which these changes bring to the EP. And don’t fret! Existing players will receive it—and all future expansions—for free![/p][p][/p][p][/p][h2]Releasing August 15[/h2][p]I’m very excited to present the Wards of Andromeda expansion to you on August 15. Its two new worlds will nearly double the size of the EP with their dynamic challenges. Its new abilities will expand your choices and control over your journey. And its story will unveil the true purpose of the Periphery Synthetic.[/p][p]In the following week, I will support it with hotfixes for any critical issues that arise. Then after a short vacation, I will start planning the future of Periphery Synthetic and support it with smaller patches as needed. I’m also hoping to start prototyping a few concepts for new projects in a shared universe. These might include more strategy- or action-oriented experiences that don’t make sense within the EP itself.[/p][p]In the meantime, I’m excited to wrap up the writing for Wards of Andromeda. Thanks for reading![/p]

v3.2.12: Year-end enhancements

Greetings surveyors!

I’m excited to share the final update for Periphery Synthetic in 2024.This release brings a vertical slice of audio and graphical enhancements to polish out a year of exciting updates. Be sure to upgrade your thrusters and check out the exospheres of Alpha Periphery B and C if you haven’t already. Enjoy!

[h2]v3.2.12 changes[/h2]
  • Core Gameplay

    • Prevented material distillation while in zero-atmosphere environments.
    • Decreased the time interval between automatic perception checks.
  • Core Interface

    • Fixed a visual contrast issue with the system tutorials in dark mode.
  • Core Graphics

    • Reduced terrain-related frame drops when moving at maximum speed.
  • Alpha Periphery B

    • Remixed the music in the exosphere.
    • Improved the sun glow.
    • Reduced particle effects while quickly travelling vertically.
    • Fixed certain particle effects appearing at high altitudes.
    • Made a certain perception easier to find.
  • Alpha Periphery C

    • Improved the transition to the exosphere.
    • Improved the sun and moon glow.
    • Re-routed cave sounds from the music channel to the sound effects channel.
    • Applied reverb to the cave sounds.
    • Fixed scan not guiding to uncollected artifacts.
  • Alpha Periphery C2

    • Prevented snow and ice sounds while in the exosphere.
    • Reduced particle effects while quickly travelling vertically.
    • Fixed an inaccessible perception when vertical look is toggled off.
    • Removed dynamic panning from snow and ice sounds for performance.

Periphery Synthetic will expand with Side D

Greetings surveyors!

I’m excited to reveal the trailer for Side D, the first free content expansion for Periphery Synthetic. The EP launched with three musical worlds to explore as you upgrade your abilities and reveal their secrets. The upcoming expansion significantly expands your journey with two new worlds, complete with new abilities and secrets to unlock! Continue reading for the trailer and major details about the changes arriving in 2025.

[h2]Watch the trailer[/h2]
[previewyoutube][/previewyoutube]

[h3]About the trailer[/h3]
The trailer begins with flythroughs of familiar locations across the Alpha Periphery system. They are regularly interjected by title cards which actively describe the gameplay. My intent with this first section was to reintroduce folks to the EP while showcasing the diversity of its explorable environments. Compared to previous trailers, I’m unafraid to share some surprises here, such as the exosphere above the desert planet.

This is also the first trailer which I’ve included environmental sounds and audio descriptions for each scene. These were created quite simply with OBS, Notepad, and NVDA, alternating succinctly between the Microsoft David and Zira voices. For future trailers, I would love to continue including these features to enhance their accessibility.

[h3]The new stuff[/h3]
The middle sections finally reveal the new worlds arriving in the expansion: Alpha Periphery D2 and The Interstice. This pre-release footage demonstrates that their development is quite far along, with thoughtful displays of terrain generation, color selections, and particle effects. However, please beware that it may not be representative of them upon release.

The trailer concludes with the portraits of each world which appear on the title screen of the EP. Newly added to the exosolar family is the green silhouette of the lichen sphere. I personally enjoy punctuating each trailer with these because it emphasizes how they are places that theoretically exist and can be touched. Notably, this excludes The Interstice, which is more of a metaphor than anything else.

[h2]About the expansion[/h2]
The main objective of Side D is to wrap up all of the loose ends of Periphery Synthetic that began in a notebook in early 2022. This includes the last of the planned abilities and story beats. However, it leaves open new possibilities for future expansions and smaller content updates.

[h3]Key features[/h3]
Overall, the expansion nearly doubles the size of the EP:
  • Two new explorable worlds.
  • Two new unlockable abilities with seven upgrade paths.
  • Three new upgrade paths for existing abilities.
  • Higher maximum levels for four upgrade paths.
  • Two dozen new pieces of narrative text.
  • Five new achievements to unlock.
  • Rebalanced upgrade costs.

[h3]Alpha Periphery D2[/h3]
The first new world arriving with Side D is one that I have previously discussed at length. With a surface gravity of about half of Earth's, Alpha Periphery D2 occupies a unique niche within the system. Throughout its brisk daylight cycle, the moss which covers its surface morphs through familiar seasons in color and form.

[h3]Falling with style[/h3]
With the new xenotechnology found on its surface, a new gliding ability can be unlocked. By pressing any direction while falling, it allows changes in direction without using the thrusters. When fully upgraded, essentially any fall can be broken into a smooth flight. This is paired with new upgrades which increase the maximum velocity and reduce drag during flight.

This new ability synergizes pretty well with how the collectables are placed on this world. Instead of gluing them to the ever-changing surface, they remain fixed in the air at the terrain’s highest point. These aerial materials offer a fresh challenge for folks who enjoy jumping and flying.

[h3]Revealing the architects[/h3]
However, my best-kept secret with Alpha Periphery D2 has been its surface water. It represents quite an upgrade to the underlying engine and movement physics. Throughout the world, you may encounter shallow areas in the moss, which expose its artificial crust. These areas are pocketed with reservoirs of heavy water which sustain the moss.

Perhaps these pools lead somewhere when fully examined? The artifacts found in these locations finally reveal the architects of the Alpha Periphery system. As if a laboratory to test their capabilities, it foreshadows the galactic protectors who The Pact must now face. With the history of the system now fully revealed, there are more possibilities to explore in future expansions.

[h3]Rebalancing the economy[/h3]
A shortcoming of the EP at release was how it locked the materials for each upgrade to specific worlds. This forced folks to engage with content that they had no desire (or simply were not fully ready) to explore. Therefore, a major goal for the expansion is to make these materials more attainable through alternative means.

Yet another unique quality of Alpha Periphery D2 is how it contains every possible material to collect. For example, it is no longer required to explore the ocean floor of Alpha Periphery C, because its materials can be found on the surface here. Its atmosphere also contains the largest variety of elements that can be distilled. This is due to its unique role as the elemental incubator for the Alpha Periphery experiment.

[h3]Transmuting materials[/h3]
Another frustration with the EP at release was the relative randomness of how materials are received. There can be points where there is little agency over which upgrades to select when a material isn’t appearing as expected. Often this can make the EP feel like an unnecessary chore.

The second new ability arriving in Side D allows materials to be transmuted from one to another using one of two new currencies. When an undesired material is collected, it can be broken down into its corresponding currency, from which related materials can be fused. To keep things fresh, there is even a slight chance for a critical success!

[h3]Downgrading abilities[/h3]
This new ability is rounded out with the choice to downgrade (or fully uninstall) abilities. For example, the attractors ability can be downgraded to offer more challenge while collecting the aerial materials on Alpha Periphery D2. Or perhaps returning players might downgrade themselves to more quickly unlock the new abilities. With this expansion, all of these choices are now fully yours to make.

Adding fission and fusion also provides a unique opportunity to overhaul the material requirements for each upgrade. Although the overall costs have not changed, they have been realigned to play to the strengths of each world. Importantly, there is a greater balance of uses for each material, which has been carefully selected so that each upgrade path has a similar cost if transmuted from scratch.

[h3]The Interstice[/h3]
Today I’m excited to share the biggest secret arriving in Side D: The Interstice. Quickly it’s revealed that the worlds of Alpha Periphery are interconnected by mysterious portals. However, these portals were handwaved away by a mere loading screen at release. The Interstice replaces these loading screens with a fully interactive sequence that explores this unseen dimension of spacetime.

[h3]A different mirror[/h3]
The main purpose of The Interstice is to thread the worlds of Alpha Periphery together with a common element which holds a mirror to your personal journey. Being the first world that can be visited after Alpha Periphery B, it is intended to be visited early and often as the remaining worlds are discovered. Even with all the destinations discovered, it aims to be a fun place to revisit purposefully.

Graphically and mechanically, The Interstice is very much a non-Euclidean space. Best described as the inside of a torus, it functions similarly to the way the maze wraps in a game of Pac-Man. When moving through The Interstice, its terrain features grow more vertical as they get closer, evoking a disorienting psychedelic effect. Eventually the terrain wraps back onto itself into loops, as if walking along a Möbius strip.

As the apparatus is leveled up, the size and complexity of The Interstice evolves alongside it. While the first visit may be a short walk across a flat plain, subsequent visits reveal massive environments of ever-changing mountains and cliffs to navigate. And as this space opens up, it fills with caches and trinkets to collect, rewarding time spent off the most direct paths toward its thrumming exit.

[h3]Finding yourself[/h3]
A key consideration for Periphery Synthetic was for players to feel free to insert their selves into its narrative. This is emphasized by the consistent use of the second person throughout its text, with vivid descriptions of emotions and sensory details. It has also been careful to avoid prescribing any personal details or history onto the main character, hiding them behind a shroud of memory loss.

As it expands, The Interstice regularly conveys perceptions which bridge the narrative gaps which identify the protagonist. Without spoiling the big reveal, they expound upon the true nature of the apparatus and its metaphorical relationship to the player. There are further insights that these could reveal about The Pact and Provenance One as well.

[h2]Coming in 2025[/h2]
Beware! The price of Periphery Synthetic will increase to $5 USD when Side D is released. This is to reflect the new content and enhancements since the initial release. Thanks for understanding!

The wait to reveal these details over the past six months has seemed like an eternity to me. However, I wanted to be absolutely sure of the feasibility of its ambition, before making any promises that could not be kept. Yet, it has finally come to focus at this stage in development, where the only major remaining tasks are sound design, writing, and some polish.

To be clear: these are monumental tasks. I’m also strongly considering a break from the project during the month of February to prototype a new concept for Games for Blind Gamers 4. Therefore, the expansion is likely not arriving before the summer of next year. Despite this, I’ll continue to release a trickle of smaller hotfixes in parallel as needed.

I’m excited to share the release date with you soon. Thanks for reading!

v3.2.11: Steam release hotfix

Greetings surveyors!

Here are a few extra improvements to share for Periphery Synthetic. These were found while storyboarding and collecting footage for an upcoming trailer that will reveal the two new worlds coming in the free Side D content expansion. I'm excited to share more about the expansion soon.

Enjoy!

[h2]v3.2.11 changes[/h2]
  • Added a slider for collectable volume to the Audio Mixer screen.
  • Added some screenreader tips to the manual.
  • Fixed an issue with drawing stars at higher draw distances.

v3.2.10: Accessibility enhancements

Greetings surveyors!

I'm excited to share another batch of accessibility enhancements for Periphery Synthetic based on your feedback. Importantly, this release adds instructions for how to use each system, which reveal more information about them as you upgrade their subsystems. There are also some enhancements to the collectable and destination guide sounds to improve their audibility. Overall, I'm quite pleased with the number of enhancements I've made this past week to celebrate the EP's nominations for the Indie Game Awards and GAconf Awards. Your feedback makes this project better.

Enjoy!

[h2]v3.2.10 changes[/h2]
  • Added instructions to the system screens that reveal as they are unlocked.
  • Added modulation to the scan destination guide when facing the wrong way.
  • Fixed an issue with material lock-on sound parameter calculations.
  • Rearranged the manual so the controls come first.
  • Reduced saturation of graphics when blurred behind a menu.