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Dev Blog #33 - 2026 Roadmap Update

[p][/p][p]Hello Voyagers! Stephiroth here. Today we want to talk about some updates to the Early Access Roadmap for Voyagers of Nera.[/p][p][/p][p]From the very beginning, our goal with Early Access has been to build this game alongside the community. Over the first four months of Early Access, we’ve received almost 2000 steam reviews, 600+ Feature Upvote posts with 12k upvotes, and thousands of survey responses! The community engagement has been amazing, and your feedback helps us make Voyagers the best version of itself.[/p][p][/p][p]We’ve learned a lot through your feedback and we’re excited to share our updated Roadmap. Before we dive in, I want to share some of those learnings and how they’ve shaped what we’re planning next. (Similar to the post we shared following our Early Access launch!)[/p][p][/p][p]Let’s start with some of the good things we’ve seen.[/p][p][/p][h2]The Good ☀️[/h2][p][/p][p]Players love our world. [/p][p]The atmosphere, the lore, the setting; it’s been incredibly rewarding to see how deeply these things have resonated. The tales of previous Echoes, the motifs of the Ancients scattered throughout the world, even the inhabitants themselves, though gnarled and corrupted may they be… all of it has landed in a really meaningful way for many of you. That is really exciting to us, and it makes us want to keep expanding and deepening the story; not just through text, but through the world itself (like stumbling upon encampments left behind by Echoes who came before you).[/p][p]Players love our art style.
From sunsets and water reflections to the way grass sways as you walk through it, we’ve heard from many players that Voyagers is a place they can relax and lose themselves in… and that means a lot to us![/p][p]Players love building.
We’ve seen so many incredible creations from the community; everything from small seaside shanties to mega-mansions and elaborate resorts, on both land and sea. The boats alone have blown us away, from tiny scouting vessels to fully mobile bases. Seeing what you all build has been truly inspiring.[/p][p]Players love Spirits.
Rescuing them, having them populate your base, following you around, and now leveling up and growing stronger alongside you; these little guys have really struck a chord. We’re excited to continue weaving them more deeply into the experience over time.[/p][p][/p][p]There’s plenty more we could highlight here, but these are some of the biggest themes we’ve seen. Now, let’s talk about what’s not going so well.[/p][p][/p][h2]The Bad ⛈️[/h2][p][/p][p]The ocean is lacking content and activities.
This is one of the loudest and clearest pieces of feedback we’ve received. Players want more life, more things to discover (like decorations, creatures, sunken ruins, treasures) and more novel gameplay experiences. We completely agree. This is especially important to us, because we want Nera to be a vibrant ocean world with mysteries to uncover and discoveries at every turn. [/p][p]The Deep Zones between biomes are frustrating and repetitive.
While they create a strong first impression (“oh wow… what is that thing?!”), that feeling doesn’t really hold up over time. Many players find them too punishing, overly repetitive, or both. This is an area we want to revisit so that we can create something that provides a high stakes and intense moment, but with more meaningful gameplay than current day. [/p][p]The world is big and beautiful, but often feels empty.
We hear this feedback clearly. There needs to be more to discover and interact with: signs of previous life, special challenges, puzzles, hidden recipes, and moments that reward curiosity.[/p][p]Combat feels stiff, repetitive, and gets stale pretty quickly.
This has been a long-standing piece of feedback. While we’ve made some attempts to improve it, it’s clear we’re still missing the mark in responsiveness, game feel, as well as enemy variety and interaction with the enemies.[/p][p]Controller support is still lacking.
Controller players have been incredibly patient. While our initial controller update helped a lot, there are still painful gaps, like D-pad navigation and missing functionality, that we know make the experience frustrating.[/p][p][/p][p]And lastly, some of the things the community really wants to see in the future![/p][p][/p][h2]The “Wants” 🙏[/h2][p][/p][p]Beyond feedback on what exists today, there’s also been a lot of excitement around features and systems players want to see added:[/p]
  • [p]Farming and base management activities – building is fun for a lot of players, but there aren’t enough reasons to build or things to do once you’re there.[/p]
  • [p]More underwater content – more enemies, discoveries, and activities beneath the waves.[/p]
  • [p]Fog of War / map revealing – to restore mystery, discovery, and better track exploration.[/p]
  • [p]Recipe discovery and world findables – leaning more into exploration as a way to unlock knowledge.[/p]
  • [p]A Lore / World Codex – a place to collect and revisit the rich lore of Nera.[/p]
  • [p]Achievements – players wanted this even at the start of Early Access, and its something we absolutely want by 1.0.[/p]
  • [p]An expanded quest line – more guidance, more story, and more context delivered through quests.[/p]
  • [p]Climbing (or vertical traversal tools) – while full climbing is a big design shift, we’re actively exploring alternatives like hookshots, improved jumps, and other mobility options.[/p]
  • [p]A new biome – of course![/p][p][/p]
[p]There are many more, but these represent some of the strongest recurring themes.[/p][p][/p][h2]Roadmap Changes[/h2][p]After weighing all of this feedback, we’ve made some significant and exciting changes to our Early Access Roadmap:[/p][p][/p][p]We’re excited to add features you’ve requested, like bringing the world to life with Weather, adding mystery through Fog of War and map discovery, new ways to explore with the hookshot, and new things to discover like hidden recipe blueprints in the world. The roadmap isn’t everything; we have surprises ahead and can’t wait to see your reactions![/p][p][/p][p]There’s one change in particular I want to call out directly and be super transparent on.[/p][p][/p][p]We previously mentioned targeting five biomes for 1.0. After a lot of discussion and reflection, we’ve decided to change course here.[/p][p][/p][p]The truth is, a fifth biome no longer feels like the right fit for where the game needs to go, at least not as originally planned. Rather than spreading ourselves thinner, we feel that this time would be better spent elevating the underwater space to be a more full-fledged biome gameplay space with new enemies, resources, places to explore, encounters, special equipment and more! We believe this will make the game a better experience and be a more direct answer to the feedback we’re hearing.[/p][p][/p][p]Because of that, the Sandsea will be the final elemental biome for 1.0.[/p][p][/p][p]This is a different plan from the original Roadmap we shared near the beginning of Early Access, and may feel surprising to some of our early players, but we feel strongly that this will lead to a better game based on the feedback we’re hearing.[/p][p][/p][h2]1.0 and Beyond[/h2][p]This roadmap outlines the journey to 1.0, but our voyage continues beyond that. We are not ready to reveal post-1.0 plans yet, but we look forward to getting even more feedback and ideas from players, and the updates that those inspire![/p][p][/p][p]We are excited about Nera's future and hope you are too.[/p][p][/p][p]As always, let us know your thoughts about the updated roadmap in the comments. We’re listening![/p][p][/p][p]Sincerely,
TH Stephiroth and the Treehouse Dev Team[/p]

Hotfix Patch for January 30

Hotfix Patch

We are hotfixing a few issues with collision on items causing them to be undeletable.

New Version

The new version is 0.16.8.42428

Bug Fixes

Fixes for the following items being undeletable:

  • Sailing Stone
  • Sails while in Blueprint Mode
  • Second Story Shaped Wood Frames
  • All Buildable Plants (ivy, ferns, monstera, etc)
  • Cups
  • Bowls
  • Cannons in some circumstances
  • Teleporters in some circumstances
  • Tile Roof for Annexes


[h2]Remaining Known Bugs[/h2]
There are still some remaining known bugs that we will work on fixing ASAP:
  • Socketed building pieces may not rotate correctly with blueprints.
  • Some buildable items still cannot be crafted from storage.
  • Certain Audio and Display settings do not apply correctly.
  • Interacting with the Bullwog while it is moved can cause a crash.
  • Controller ‘A’ button cannot currently be rebound.
  • Duplicate-binding warnings do not appear for controller keybinds.


Dedicated Server Players

Make sure to restart your servers to grab the latest update, otherwise players on the new version will be unable to connect.

- TH Stephiroth

Hotfix Patch for January 28

Hotfix Patch

We mentioned in our prior blog post that we were going to ship out multiple performance-focused hotfixes as we get the changes in. This small patch includes some of our inital peformance fixes, as well as some bug fixes for some other critical issues that were occurring after the last patch.

New Version

The new version is 0.16.8.42362

Patch Changes

[h2]Performance Improvements[/h2]
  • Simplification Pass to Environmental Collision - Instead of having collision exactly match every environment's shape, we made them simpler shapes to make them less processing intensive, which should improve performance. We tried to ensure every area was solid, but if you see yourself with some really wild invisible collision, falling off of things you expected to stay on, or getting stuck in places more than usual, please send us a bug report and we will fix it up!
  • Enemies in Encounters now stagger their spawn - This should resolve in less things happening in a single frame, and thus having less impact on processing and better performance, especially when traveling around the map. If you notice any issues with enemies not spawning when expected, or encounters not completing properly, please let us know!
  • Improvements to rendering on giant trees in the Greatwood, lowering cost to render

[h2]Bug Fixes[/h2]
  • Items left in the Mounting Plaque and Tidal Resonator will now properly remain between sessions
  • Translations for various UI in the game (tutorial pop-ups, item tooltips, lore journals) will now be properly translated instead of displaying English


[h2]Remaining Known Bugs[/h2]
There are still some remaining known bugs that we will work on fixing ASAP:
  • Socketed building pieces may not rotate correctly with blueprints.
  • Some buildable items still cannot be crafted from storage.
  • Certain Audio and Display settings do not apply correctly.
  • Interacting with the Bullwog while it is moved can cause a crash.
  • Controller ‘A’ button cannot currently be rebound.
  • Duplicate-binding warnings do not appear for controller keybinds.


Dedicated Server Players

Make sure to restart your servers to grab the latest update, otherwise players on the new version will be unable to connect.

We hope that this patch will make the game feel much more smooth to play and have a higher average FPS. However, we still have a lot of performance fixes we are working on - stay tuned for more updates soon!

If you are having performance issues, you can help us diagnose them by joining our beta test. Find information here!

- TH Stephiroth

Bug Fixes and Quality of Life Update

Ahoy Voyagers, and happy new year! 🎉
[p]
We’re kicking off the year with our first patch of the New Year, primarily focused on fixing bugs and polishing improvements discovered during the Ships and Spirits updates.

These fixes should help alleviate some of the issues players were experiencing and improve some of the largest performance outliers—especially when it comes to boats. We’re still actively investigating biome-related performance issues, which will be addressed in a follow-up patch.

We have more content-focused updates planned throughout the year, so stay tuned for a roadmap update coming soon!

[/p]
❤️‍🩹Quality of Life Changes
[p]Change[/p]
[p]Bow ammo now automatically swaps when a stack of arrows is depleted.[/p]
[p]Controller keybinds are now remappable in-game (some issues still being worked on).[/p]
[p]Dedicated servers now log an error if save data cannot be written to disk.[/p]
[p]The Emote Wheel is now accessible on controller.[/p]
[p]Cannons can no longer be deleted while containing inventory.[/p]
[p]Elemental Path subclasses now include images and clearer descriptions.[/p]
[p]Outriggers now include ladders so players can climb back onto the boat.[/p]
[p]Removed misleading cannon reticle that caused missed shots.[/p]
[p]Boat sails and Sailing Stone previews now indicate facing direction.[/p]
[p]Cannon spirits now play a recoil animation when firing.[/p]
[p]Map markers now include additional hoverable labels.[/p]
[p]Boat performance improved through reduced calculations and better network culling.[/p]
[p]Cannon firing is less likely to accidentally hit your own boat.[/p]
[p]Added more resources and decorations to the Greatwood.[/p]
[p]Embrace Elder Spirit encounter difficulty increased to consistently spawn level 8 enemies.[/p]
[p]Improvements made to prevent potential save data failures.[/p]
[p]
[/p]
⚡Bug Fixes
[p]Fix[/p]
[p]Keyboard bindings using glyphs now display correctly.[/p]
[p]The Construct can now properly target players behind it.[/p]
[p]Basic Patch Kit name and description are now translated.[/p]
[p]Hold-Interact glyph alignment fixed for controllers.[/p]
[p]Hotbar no longer disappears when opening inventory while sailing.[/p]
[p]Blueprints placed on moving boats now display correctly for clients.[/p]
[p]Shadow Quality changes now apply immediately.[/p]
[p]Host character no longer appears broken when joining mid-interaction.[/p]
[p]Respawning on boat bedrolls no longer causes players to fall off.[/p]
[p]Reset-to-Default controls now persist between sessions.[/p]
[p]Cold vignette effect no longer persists incorrectly while on boats.[/p]
[p]Boat storage chest names now persist correctly.[/p]
[p]Attunement screen drag behavior fixed.[/p]
[p]Boats can no longer be built underwater.[/p]
[p]Deleting sunken hulls no longer grants free resources.[/p]
[p]Tidal Wave ability loop now ends correctly.[/p]
[p]Duplicate boat bow meshes removed from blueprints.[/p]
[p]Cannon inventory now updates correctly on first use.[/p]
[p]Spirit Companion XP statue map icons are now aligned.[/p]
[p]Scrollbar no longer appears in Build Mode on boats.[/p]
[p]Boat sunk status now updates correctly on the map.[/p]
[p]Cascade particle effects now display properly.[/p]
[p]Boat control loss after beach collisions has been fixed.[/p]
[p]Crashes fixed in Character Creator and Enemy Spawner systems.[/p]
[p]Performance issues caused by excessive crab logging resolved.[/p]
[p]Various hotbar visibility issues after using the cannon resolved.[/p]
[p]Totems now persist correctly after rejoining a session.[/p]
[p]Clay now correctly uses Hold interaction.[/p]
[p]Players can become invisible if they are in a sunken boat's cannon when the boat is.[/p]
[p]Player is no longer kicked off their actively used station if a different station they previously used is destroyed.[/p]
[p]Fixed missing collision in floor in Greatwood Ruins that has the Abyssal Spire.[/p]
[p]The "Powered Storage Chest" function cannot be used to build Sailing items even when all requirements are met.[/p]
[p]The text "Primordial Gate" no longer appears cutoff when viewed in the Attunement Menu.[/p]
[p]Using a directional on the Right Thumbstick as a custom input will display the correct glyph.[/p]
[p]The user cannot move the camera or aim when zooming in with the bow[/p]
[p]Arrow count now displays correctly when the player exits the cannon[/p]
[p]Players should no longer be stuck on a black screen if EOS Login and Matchmaking are both down when trying to connect[/p]
[p]
[/p]
🐛Known Bugs
[p]Known Issue[/p]
[p]Socketed building pieces may not rotate correctly with blueprints.[/p]
[p]Mounting Plaques do not persist their contents—store trophies safely for now.[/p]
[p]Some buildable items still cannot be crafted from storage.[/p]
[p]Certain Audio and Display settings do not apply correctly.[/p]
[p]Interacting with the Bullwog while it is moved can cause a crash.[/p]
[p]Controller ‘A’ button cannot currently be rebound.[/p]
[p]Duplicate-binding warnings do not appear for controller keybinds.[/p]
[p][/p][p]Thank you as always for your patience, feedback and enthusiasm! Happy Voyaging![/p][p]- Stephiroth[/p]

Dev Blog #32 - Happy New Year & December Patch Recap

[p]Header Credit: Midnight Aether, from the ‘Build-a-Boat’ screenshot contest![/p][p][/p][p]Hello Voyagers! Stephiroth here, and happy New Year! We're back from the holidays with a lot of new learnings and ready to tackle 2026.[/p][p][/p][h2]Ships and Spirits Update Recap[/h2][p]Our December patch brought a ton of new players into Nera - thank you so much for your support and for all the feedback you've been sharing! It's been incredible to see the response - we had tens of thousands of new Voyagers join the fight against The Deep, over 1700 streams of seafaring shenanigans on Twitch, and the average stream length was 4.5 hours! Not to mention a community organized Raid Train! HYPE![/p][p]We're seeing a lot of excitement about ship customization, the companion spirit updates, the new trials and more. It has been so fun to watch players build wild custom vessels, experiment with their builds and share what they think is the most OP, and also watch the community come together and share things like game guides, tips and tricks, and fun new suggestions for the game![/p][p][/p][h2]Seeing Painful Issues[/h2][p]Unfortunately, it hasn’t all been smooth sailing. We've also been seeing some new sources of major player pain that fit into a few categories:[/p][h3]Performance Issues[/h3][p]This has been the most prominent concern, and it's coming from multiple causes:[/p]
  • [p]The crab FPS issue that's affecting many players[/p]
  • [p]Boat performance on servers[/p]
  • [p]FPS instability in the second and third biomes[/p]
  • [p]Compatibility issues and crashes with specific GPUs[/p]
[p][/p][p]Check our forum post to see more info about the issues, and understand how you can help![/p][p][/p][h3]Offline Mode & Data Issues[/h3][p]Steam and Epic had outages around Christmas that our game didn't handle well, which led to lost progress for some players. This is unacceptable and we're working on better handling for these scenarios.[/p][h3]New Bugs[/h3][p]As expected with any major update, we're collecting data on plenty of new bugs and working through fixes.[/p][p][/p][h2]What's Coming Later this Week[/h2][p]We have a patch dropping in the next few days that addresses many of these issues:[/p][p]Performance & Stability:[/p]
  • [p]Lots of bug fixes[/p]
  • [p]Crash fixes[/p]
  • [p]Improvements to boat performance[/p]
  • [p]Hopefully have the crab FPS issue fixed![/p]
[p]Quality of Life:[/p]
  • [p]Rebinding controller buttons (still got some work to do on this)[/p]
  • [p]Emote wheel for controller[/p]
  • [p]Naming boat storage[/p]
  • [p]And more![/p][p][/p]
[h2]Looking Ahead to 2026[/h2][p]We're doing broader planning for how to organize our major patches this year. Look out for a revised roadmap coming soon that will give you a clearer picture of what we're working toward![/p][p]Thank you for sticking with us through these growing pains. Your patience and detailed feedback help us improve Voyagers every single day.[/p][p]See you on the waves![/p][p]Steph and the Treehouse Team[/p]