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Dev Blog #15 - Creating The Second Biome: The Reef

Hello Voyagers! Michael / Spacenorth here with an exciting peek behind the development curtain!

Dev Stream Highlights


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We recently had a fantastic dev stream featuring Christina (our Design Director) and Kyle (Senior Environment Artist) who walked through our process for building an entirely new biome. If you missed it, they shared a sneak peek of what we've been crafting for the last two months – the highly anticipated Reef biome!

From Concept to Reality



[h2]The Seed of an Idea[/h2]

Every great environment starts with a vision. Our Creative Director created concept art to inspire something truly different from what you've seen in the Embrace:

  • Drawing inspiration from canyon landscapes combined with larger-than-life reef structures
  • Designing a multi-level biome with a lower level of sand and water, and an upper level of towering coral
  • Adding a new element of vertical traversal through air updrafts

These initial concepts evolved into detailed layouts and encounter designs that set the stage for the entire biome.

[h2]Mapping the Adventure[/h2]

Before a single 3D asset is placed, we build a 2D top-down layout map where we:

  • Split the biome into distinct zones
  • Map out major points of interest like Ruins
  • Plan difficulty progression and sightlines
  • Design completion objectives and unique mechanics
  • Establish connections to other biomes

Only then do we start bringing it to life in-engine!

[h2]The Reef Takes Shape[/h2]


During the stream, we revealed the latest in-engine version of the Reef - it’s starting to look gorgeous!

Our actual implementation stayed remarkably close to the original 2D layout from our earlier design planning. The biome is roughly separated into three zones with escalating difficulty and new encounters. And throughout the Reef, you will encounter vast vertical spaces designed for exploration with gliders and geysers.

We also shared a deeper look at some of the techniques we’ve used to build it:
  1. Procedural content generation (PCG) to extend our efforts – using rules we've created to place art assets and resource nodes
  2. Complex node-based programming that governs how everything fits together
  3. Carefully sculpted landscapes with height visualization to define where you can run or sail
  4. How we set up encounters with enemy volumes, spawn points, difficulty levels, and stat balancing

[h2]Coming Soon to Discord Playtests[/h2]

The next Discord playtest will let you experience:
  • The first section of the Reef biome to explore with gliders on geysers!
  • Dangerous razor coral that puffs out, damages players, and knocks them back
  • Increased jump height to address traversal challenges

[h2]We Need Your Thoughts![/h2]

As always, we can't wait to hear what you think of these new additions. Your feedback shapes everything we do, and the Reef is our most ambitious biome yet!

Be sure to check out our Feature Upvote Feedback Board to see the most updated feature requests and progress!

Thanks!

- Michael and the Treehouse Team

Devs React to Your Mean Feedback!

In case you missed it, we uploaded 2 new YouTube videos of our Dev Team reacting to mean feedback that we've seen across our X, Reddit posts, Discords and Steam Discussions about Voyagers of Nera after we first launched our demo in December!

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Introduction to the Team:
Michael - Cofounder and CEO for Treehouse Games
Ryan - Game Director
Luke - Game Engineer
Stephanie - Producer
Tim - Game Designer
Ben - Audio and Game Designer
Brandon - Tech Designer
Christina - Game Design Director
Kyle - Senior Environment Artist

[h3]“Getting crevices sucks”[/h3]



Kyle & Christina: We are working to fill in all of those spots as fast as possible. It is awful to get stuck when you have no way out except to unstuck yourself but we are working on it we look hard for every single crevice in the map. We want to fix them all, I promise. Hopefully we will try to find ways to detect them more easily hopefully so that one day you won't get stuck anymore. If you can submit a bug report whenever you find one that would be really helpful!


[h3]”Very stupid game the developers are so lazy.” [/h3]

Michael: That’s just mean and hurtful! If you want to have a conversation, we are super happy to take feedback super happy to talk about what we're doing and make changes. But if you just think it's stupid then… we'll catch you on the next one.


[h3]“The day and night cycle is so fast.” [/h3]
Ryan: Yes it is and this is super annoying. Recently we've done a big rebalance of day and night. Day is longer relative tonight uh you have more time to to do things during the day and we just introduced sleeping so if you want to skip the night and get on with your daytime activities. You can now sleep in the bed and time will pass by.

[h3]“I am not playing the game anymore. I cannot recommend it because it doesn't have thirst or starvation that makes you die. It's not a survival game, it's an exploring game.”
[/h3]



Brandon & Steph: Sorry you feel that way. A lot of the community has a lot of feelings about starving hunger and nutrition and thirst starvation is is a hot topic… a very divisive one we found out. A lot of new survival games are doing it quite differently too so there's a big spectrum of survival games all the way from like Seven Days To Die, and these like In The Forest and these really hyper realistic and gritty ones where you're decapitating an animal and grilling it to eat it. There’s also Enshrouded and Valheim where food is just kind of like additive and a little hand wave how you get it.

Ultimately, we've decided that we want to peel back on the difficulty of hunger specifically not making it kill you for a bunch of different reasons. One of them is that we have we we've added a lot of new frictions to our game in the form of combat, diving, and stamina management. We're trying to increase the general difficulty of our game, we actually had a system like this before. We actually needed to maintain thirst and addition to hunger, and we got a lot of negative feedback.

I think because our game is more stylistically like a Val and Ed who are typically more generous of dispersed that across multiple systems as opposed to just leaning directly on hunger as the only mechanism. We felt that hunger was was applying too much acute pressure and we wanted to try and spread that out which is why we made hunger a little bit less punishing. Hopefully if you do decide to come back you can see once we get our other systems online there's still a lot of challenge in the game, and you will still be challenged in many ways!

[h3]“The respawn is incredibly fast with no respect to player location so I have things just spawning constantly in my face it's not fun at all.” [/h3]

Tim: You're right play our current demo. This won't happen to you anymore!

[h3]“The wood fuel burns too fast. I want to punch kittens. And before you say “but you can make coal later”, no - this doesn't excuse the idiocy of the burn timer." [/h3]



Brandon: Please don't do that. we're definitely working on it. We have some pretty big changes coming to fuel down the pipeline so hopefully we can make things better, but yes - we all feel it too feel is a tricky thing to get get right. We're trying to hit a lot of different targets we're trying to have resource syncs in our economy so you have places to spend the resources we're trying to add engagement to the base management loop. There are things to do while you're at base, but I totally agree the current implementation of fuel is not not great. Don't punch kittens though. Don't do that.

[h3]“Moving items into the hot bar is counterintuitive. I prefer drag and drop method for the hot bar.”[/h3]



Luke: The trouble with the drag and drop first this kind of, click to pick up - click to put down - approach is that when you drag and drop. First of all, it doesn't translate well if you ever want to add any kind of controller support because you can't you don't have the same kind of like cursor that you're moving around you kind of have to select things. For it then to do actions on those selections but also clicking and then clicking again gives you more interaction points because you can also use the right click. For example, you can pick up a stack, and then you can right click to drop like a single item from the stack or half the items from the stack.

This kind of inventory management ends up being super complicated because it's so common that it needs to be intuitive, but it also has there are a lot of different things you want to do because you want to have a lot of precision over how you move stuff around between inventories. If we get a lot of negative feedback, we might change it - but I think for now we're sticking with the click to move we have made some other improvements though so it should feel a lot more fluid. I think some of the feedback here is actually not so much maybe always around drag and drop, but that it just felt really bad to do because there was a delay when you picked something up. That part should be fixed so we'll see what you all think with the latest iteration of this.

[h3]“Please change the steering. It’s a mess to run from the stern and the acceleration point on the back on the boat.”[/h3]



Meg:I almost wish it was more complicated! Lucky for you it's not fully up to me so we'll see how this develops in the future.

Ben: I think this is a fair critique I kind of like that that there's two different mechanisms to steer the boat. I agree with you partially I don't think it feels as good as it could I do like having multiple stations there's something about it that feels active. I hearken back to Sea of Thieves that first small boat kind of I think that's what we're trying to get after, but I agree it's not as as seamless as we want it to be so we will be working on that.

[h3]“I was excited about sailing until there was no sailing. Your boat just moves forwards and backwards… more like slides forwards and backwards. There is no bobbing in the water, the water is super flat. There are no waves. Your boat has a sail but there's no wind! Not even wind effects. You just lower your sail and it starts sliding forward."[/h3]



Ben: This is harsh but this is true. Currently we have really simple boat traversal mechanics and so it does lose that feel of sailing. I love when games have really strong like experiential and movement things. This is a tricky problem because you have to sink boats across all players and then if you have waves on the ocean then you have to sink the ocean… and so there are technical things that are difficult to do with this it's not impossible! Lots of games have done it but something we're looking into something we want to make better we will will not feel like it slides forwards and backwards. I promise that we've gathered that kind of feedback from you guys we have more justification to try to add these things in the future.

Meg: You're not wrong. All the those things mentioned like the water being flat, no waves, no wind effects, I think those are things we want to address. If we wanted to get our sailing mechanics in a functional state first before adding those kind of bells and whistles especially for multiplayer games.

[h3] “There is no take all button when looting a chest.” [/h3]



Luke: This is what happens when you open the chest 90% of the time. What you want to do is just get everything out of the chest especially if it's something you found while you're out adventuring. This is on our backlog! We've actually done some of the work needed in order to get this working. There are a few things here and there that the “take all” button but people might also want to like sort or another common thing in similar games is like a take all of kind. If you have an existing stack of an item you might want to like take all the items in the chest that match to an existing stack. The set of existing stacks that are in your inventory or vice versa um so there may be like three or four total sort of quality of life inventory management solution that we want to have. The “take all” button something we are definitely adding.

The thing with Game Dev is you always have a 100 things you want to do right… so it's not so much a question of like what is a good idea it's more of a question of what is the most important thing to do next in the game. At this point we haven't gotten to the take all button, but I'm pretty sure we're going to get to it shortly so keep your eyes out!

[h3]“Someone watched the dopest Disney movie music sequence and got inspired.” [/h3]

Steph: This one's not mean… this one's really fun! We do hear a lot of that Voyagers of Nera feels like Valheim meets Moana. Our main focus was trying to make sure that the game is really broadly appealing and gets away from some of this traditional survival crafting experience where you're trapped on like a desolate dark scary Island fighting zombies. We were trying to be like, hey what's it like actually to adventure and survive in a magical world and fight back enemies and bring back life to the world. That's kind of where our inspiration really truly comes from. I do really love Moana and I do know the whole soundtrack so…

[h3]“Endless potential but the game is terrible.”[/h3]



Steph: That is kind of sad. I like to reframe this because I think if they're thinking there's endless potential but the game is terrible that means we have something that they're really excited about, or at least they like the concept. The direction or some of the promise that we're wanting to give and maybe we're just not delivering it right now but that's the whole reason why we ship the game early and often and try to get feedback is because we really want to deliver on the experience that people are hoping to get when they play the game. We'll do our best to make that true.

[h3]“I crafted a torch before a quest and it told me I had to craft a second one. Same for the other quests like cooking meals on the campfire.”[/h3]

Ryan: You're absolutely right this is super annoying. Currently for the demo we focused on getting a pretty basic quest setup just to provide some guidance to new players but we plan to streamline this further we're working on making quests more intelligent. We'll recognize what you've already done and what you've already crafted you won't have to just craft something again just to check that quest box.

[h3]“Beautiful looking game, but while I get the calm water in the starting area it's pretty empty of lif while swimming. Where are all the fish we catch coming from with the pole?[/h3]



Ryan: In our next milestone we're focusing on breathing a lot more life into the underwater areas what we have in the demo is really basic. We are actually introducing spear fishing, along with that we're adding a ton of new enemies and critters and resources to the underwater areas. We're adding colorful coral and some scary enemies that you'll encounter down there. We're giving you a lot more reasons to go down and catch all of the different varieties of fish that you'll find first.

[h3]“The food drain is abhorent and makes the game a chore to play.”[/h3]

Brandon: Yes totally. This is something we're working on actively trying to find the balance between something that is engaging and fun and and challenges. You as a player to to survive but also isn't super easy so we're still trying to find the balance there. We totally hear you and don't want it to be a chore but hopefully we can make it feel like a interesting challenge moving forward.

[h3]“One time I ate like 10 coconuts and 18 mushrooms and it went up maybe 25%. The year is 2025 no one wants to waste time with a constant hunger BS! I would probably buy it if not for the BS.” [/h3]

Brandon: That's true… I mean have you ever eaten 18 mushrooms though? You know, throw 18 mushrooms on a pan and it turns into like like a single bite…. so you know it's we're going for that ultimate realism angle.

No, I'm just kidding! There is a lot of tweaking and tuning that we are actively working on. Like I said in the last comment, it’s definitely a challenging thing to find the balance especially because a lot of our systems are work in progress. Our economy is work in progress so we're always trying to find the balance and we will definitely keep making changes to make food less annoying.

[h3]“Oh boy, a multiplayer survival crafting game no one's ever thought to make that before!”[/h3]



Michael: This was way more original when we were starting to talk about this in 2020 obviously making the game has taken longer than we thought. We still think there's a lot of room for this to be dope. A lot of our best times playing games over the last few years has been in survival crafting games. We hope to still offer something very fresh and new.

[h3]“Is this just another survival game that's going to be in “alpha forever” until the devs take whatever money they can they can and run?[/h3]

Steph: I hope not but there's this harsh reality honestly that even if a small group of people really love the thing that you're making it's not always enough even though I would love for that to be true because we're people with jobs and we need to make money, just so like we can keep working on the game! I think a lot of the stories when you see these people like that are in Alpha forever and never make updates probably it's actually they ran out of money. They probably didn't make enough money to keep making the game. It’s sad because some of those teams don't exist anymore so it's really hard I think to understand what each of these games are going through individually. We don’t know what's happening behind the scenes but our goal is not just to steal your money.

I think we're we try to be really transparent about what our goal is which our goal is to make a game that's like the best way for friends to spend time together. I hope that that game will launch and be successful and people will be able to play it for a really long time and we'll ship lots of updates!

[h3]“Jumping feels extremely heavy and no climbing mechanic makes getting to places not very enjoyable.”[/h3]



Tim: This is one of those things that's funny about working in video games. I was looking into this and our jump height is a meter and a half which is higher than Michael Jordan's legendary probably apocryphal 40 8 inch vertical leap! (But we’re working on it.)

[h3]“Running out of stamina out of combat makes the game play tedious.”[/h3]

Tim: I'm sorry it's tedious though I think the fun part is running out of stamina when an enemy comes up behind you so we want to make it we want to make it hit hard for you if you're gathering and then get attacked.

[h3]"Attacking has no forward momentum and stops you where you stand so if the enemy is backing up you can't ever hit them.”[/h3]

Tim: Yes this is true also once again play the current demo and I think you will feel much better about this!

Thanks for playing our game love getting this feedback even when it's mean. It’s very constructive and helps us recognize what priorities we should focus on when our players are playing the game. If you are interested in providing feedback, our team regularly checks our FeatureUp Vote Board: https://voyagersofnera.featureupvote.com/ where we look for feedback for the game and prioritize it based on how many people vote. It’s really important for us since we are in our demo state right now, to create the best game we can for our Early Access. We can’t wait to show you!

- Treehouse Team

February Demo Patch Notes

Hey Voyagers, it's Michael (Spacenorth) here!

We're thrilled to share our first major update to the Steam demo! These past few two months have been incredibly busy as we've been implementing so many changes based on your amazing feedback.

From completely reworking our hunger system to enhancing combat mechanics, improving nighttime gameplay, and adding long-requested features like key rebinding and an unstuck system - this update touches a ton of the game. We've also made substantial improvements to crafting interfaces and added plenty of visual polish across the board.

As we continue to develop the demo, we are still making foundational changes to the game. This means we will be wiping save data between each update. If you would like to keep a memory of your Nera, we recommend taking a video and sharing your final screenshots before you update the game. Thank you for your patience and understanding!

For this update, we're trying something new - video patch notes! We thought it would be fun to show rather than just tell you about all these changes. Check out the video to see these improvements in action and get a closer look at some of the visual updates we've made to the ocean, character animations, and environmental effects.

[previewyoutube][/previewyoutube]

Let us know what you think about this format! We're always looking to improve how we communicate changes with our community. Is there anything specific you'd like to see in future patch note videos?

We can't wait to hear your thoughts on all these changes. If you’ve played, please share your thoughts in our survey and through our FeatureUpvote board!

Also, a quick reminder that this Thursday at 12PM PT, we will be showcasing our first official biome, The Reef with our Producer, Steph, our World Design Director, Christina and Senior Environmental Artist, Kyle. Stay tuned on twitch.tv/Voyagers of Nera.



As always, thank you for your feedback and support as we keep adding more to Voyagers!

See you on the waves! 🌊

- Michael and the Treehouse Team

Dev Blog #14 - First Playtest of 2025

Hello Voyagers! Michael / Spacenorth here with exciting updates from our first dev stream about creating UI in Voyagers.

[h2]Fresh Off the Ship[/h2]
We've just wrapped up testing a build packed with changes directly inspired by your Demo feedback. If you played in that Discord playtest, we’d love your even deeper feedback here (Google Forms Survey).

For those who love the details, you can find the full Patch Notes here, but let's dive into the highlights!


[h2]Combat Gets an Overhaul[/h2]
The combat system has received some much-needed attention:
  • New motion warping system makes targeting and hitting enemies more intuitive
  • No more sliding past your targets
  • Better enemy behaviors
  • More predictable enemy aggro and leashing
  • Goodbye instant night spawns in a zone around you.
  • We’ve seen too many players die to unjust enemy respawns at sunset!


[h2]Intermittent Fasting[/h2]We've completely reworked the hunger system to solve some major pain points and bring it closer to what players have been expecting:

  • Made a balance pass so there’s less frequent eating required - build and AFK without constant snacking
  • Hunger no longer deals direct damage to you
  • Instead, you can get hungry in multiple states, which reduces your max stamina, health, and oxygen in increasing amounts
  • Cooked food provides healing over time


[h2]Looking Good, Feeling Good[/h2]
New particles, adding clothing/hair physics, and the character creator is easier to find.

  • Character creation comes at the start of creating or joining a new server instead of being hidden in a menu
  • Longer clothing now has proper physics and long hair is back!
New visual effects everywhere:
  • Sea foam in shallow waters
  • Wind trails and dust
  • Underwater bubbles
  • Improved character animations

[h2]Major Quality of Life Improvements[/h2]
Keybinding v1:
  • We heard tons of great feedback on this and built our first version of customizable controls, making the game much more playable for non-QWERTY controls
  • We're eager for your feedback on this!
Multiplayer Responsiveness:
  • If you are a non-host player, gathering and inventory interactions will feel a lot more responsive now!
Crafting Overhaul:
  • Removed fuel requirement to streamline the experience
  • Added crafting queues to stack up multiple batches when you’ve got lots to craft
  • Did a visual redesign of crafting and refining menus!

[h2]Keep the Feedback Flowing![/h2]
These updates (and many more) all came from valuable, insightful player feedback we got during the Steam Demo launch. Thank you for all the survey responses, FeatureUpvote threads, Discord messages, and Steam discussions that have helped us jump on just a few ways that we can make Voyagers better.

If you're interested in playtesting, be sure to sign up through our Firstlook here: bit.ly/VoNPlaytest

And there’s more changes right around the corner! We're planning to update the public Steam Demo build in a couple weeks with even more improvements and will be eager to hear fresh feedback from all y’all then. Stay tuned!

- Michael and the Treehouse Team

Dev Blog #13 - New Year, New Plans!

Hello amazing Voyagers! Michael / Spacenorth here with our first update of 2025!

[h2]Growing Community[/h2]

It’s been a month since our Demo went live and the holiday season (while we were hibernating) has continued to bring us EVEN MORE new Voyagers, with thousands of players and wishlists coming in from around the world! We've been especially excited to see so many new folks discovering the game in from the Philippines - Magandang araw!

[h2]We LOVE Feedback![/h2]

Your feedback has been absolutely invaluable in shaping our plans for Voyagers. Whether through our Steam Discussion Board, Discord, or FeatureUpvote, you've helped us identify exactly what needs attention. In our last post, we shared some of the big trends in feedback that we were seeing. Now, we've spent the first week of January mapping out our next steps based directly on what you've told us.

[h2]Immediate Improvements[/h2]

Our next milestone (like this month!) is laser-focused on addressing some of the most critical issues you've highlighted:

  • Hunger Updates: We have heard your growling stomachs - food heals you, hunger no longer kills you and it’ll be easier to get out of a starving state!
  • Refiner Overhaul: We're completely rebuilding the Refiner UI to be more intuitive
  • Character Creator: Moving this to the start of your journey - no more customizing your look while starving or running around in your birthday suit!
  • Keybinding: Get ready to re-bind keys to your hearts desire. A huge “thank you” to all our international players for your patience!
  • Combat Enhancement: Improving combat feel and hit detection consistency
  • Better Hair and Cloth: Don’t worry, long hair is back with nice physics! Long clothes too!



[h2]On the Horizon[/h2]

While we tackle these immediate improvements, we're also working on some bigger features that need more time to cook:

  • The Reef Returns: Our second biome is taking shape! There's still plenty to build before it's ready for testing, but we can't wait to show you the new landscapes, challenges, and discoveries that await.
  • Skip the Night: Finally, a way to sleep through those dark hours
  • More Underwater Content: New enemies to defeat and spaces to explore underneath the waves!
  • The Ship: New functionality, putting stations on boats, and improvements to controls! And some epic storms to encounter…
  • Spirits + Economy: We're reworking how spirits integrate with progression to create clearer goals and more meaningful choices in how you develop your sanctuary.


[h2]New Content When!?[/h2]

We are leaving the Demo up - so hop in or share with your friends whenever you like!

We’ll also be updating the Demo every month and posting Patch Notes to both show off the new changes and collect more fresh feedback to fuel development.

And if you're eager to playtest new stuff EVEN MORE OFTEN (and on more experimental changes), we've got you covered! Join our Discord and sign up to playtest with our test app - we run playtests every two weeks and love chatting with our community about all kinds of tentative features and feedback!

[h2]Thank You[/h2]

As we’ve said many times, every bug report, every suggestion, and every piece of feedback helps us make Voyagers better. We're reading everything you share, and it's shaping the future of the game in real time.

Can’t wait for you to see the new goodies, or at our Dev Stream this Thursday, from 5-6PM PT on Twitch!

Happy New Year!

- Michael and the Treehouse Team

P.S: Join our Discord ! We are actively looking for translators to help translate our proofread our translations.