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Symbiosis News

Coloring Event is live!

[h2]Hello there! [/h2]

[h3]We're hosting our very first Coloring Event! [/h3]



To participate, join our Discord Server HERE and simply color the TAPER Alien and send your artwork to the coloring-event channel. We’ll announce the winners at the end of the event.

1st place will receive a special role on our Discord Server, and the top 3 players will be highlighted on our social media!

[h3]You can find all event materials here: [/h3]
https://drive.google.com/drive/folders/1yaMsFUsEu-kHRIgW4L4GMXsggHGWOHPq?usp=drive_link

The event runs for two weeks, ending on July 24th!

Best of luck to all artists!

~Land of Symbiosis Team

Developer Update #4 - 15/07/2025

[h2]Hey there, Survivors![/h2]

[h2]Today, we are coming to you with a fourth Developer Update to keep you in the loop on our development progress! Let's jump into it![/h2]



[h3]Concept Art[/h3]

This month, the art team has been busy refining key visuals that shape the atmosphere of our world. New mood and biome-specific palettes, helping us nail down the look and feel of Sigma Century’s alien flora and environments.









[h3]Environnements[/h3]



Not in-game footage, work in progress paint over of the creature's nest design.





Some more iterations on our procedural environment pipeline. Now including large rock formations, modular terrain features, and vegetation clusters that dynamically adapt to each biome. This will help us keep environments fresh and varied throughout the game.

[h3]Creatures[/h3]

Animation tests for our new creatures are in progress!









[h3]UI[/h3]



Initial layout mockups are underway for the user interface around the Cycles, one of the game’s core pillars.

These cycles influence whether you’ll venture out to gather resources, hunt creatures roaming the world, or stay back and pray your base holds against the incoming swarm.

We’re prototyping different ways to present this information clearly and make sure players feel the pressure (and opportunity) each cycle brings.

[h3]Defenses[/h3]

This week, we introduced the Turret Mk1 to our defensive toolkit.
It’s designed as an early-game, low-cost option: helpful for fending off small creatures or stray threats, but intentionally kept quite weak, so players still need to stay alert and actively defend their base.

The team is now playtesting its range, firing rate, and visual feedback to make sure it feels useful without making the early game too easy.

Concept



In progress modeling & texturing



[h3]In Game previews[/h3]

We’ve got some fresh in-game shots to share!
They show our new creature animations and early environment passes coming together. It’s still a work-in-progress, but it feels great to see things starting to click visually.

What do you think? We’d love to hear your first impressions and feedback!







Developer Update #3 - 18.06.2025

[h2]Hey there, Survivors![/h2]

[h2]Today, we are coming to you with the third Developer Update to keep you in the loop on our development progress! Let's jump into it![/h2]



[h3]Environment[/h3]





Our latest environment concept art is now finalized. What do you think?

With that in place, we've started building the rocky sub-biome you'll explore while searching for rare materials! It’s still early, but we’re excited to share the results as they evolve. The rocks are heavily inspired by Icelandic formations, with curved elements used to enhance the flow and dynamism.

[h3]Concept Art[/h3]



We're working on “TAPER”, one of the first threats you’ll encounter.

It’s a bit dumb (not many brain cells left), but still accurate enough to tear through your defences. Watch out!

[h3]3D Modeling[/h3]



Admire BULK’s final 3D form! 😄

With his massive arms and tank-like build, he's ready to smash through bases and soak up damage like a champ.

Now fully textured, he looks even cooler, and at four times the size of FLESH, BULK will be a real threat during swarm phases.

He naturally draws your defences' focus, which makes him the perfect distraction… while smaller creatures slip through.

[h3]Animation[/h3]







We’re working on the first animations for FLESH,
and we can’t wait to get them in-game to show you how it all comes to life!

[h3]Development - New Weapon![/h3]



We’ve been working on one of the first weapons you’ll be able to craft the good old Crossbow Mk1.
It’s not the most efficient tool out there, but hey, it’s still a big step up from using your fists!

[h3]Development - Research bench rework[/h3]



We have reworked the research bench a little bit lately, mostly UX/UI and localization support.


[h3]Development Misc[/h3]

We are also working on a lot of dev features that are not always so amusing to show, sadly. Here is still a small list of what we did :
  • Camera-based procedural splat map generation for terrain texturing
  • Rework of the world entities layers and erasing system for generation
  • A whooooole lot of new SFX for base building
  • Reintegration of the hot bar and new UX designs
  • A lot more work on localization


If that interests you, feel free to join our Discord and discuss with our developers directly! 😀


Devlog -Art Style and Music

[h2]In today’s devlog, we want to share some insights about our Art Style and Music. You will be able to hear directly from the Artistic Director and Composer! Let’s jump right in![/h2]



[h3]Here are a couple of words from our Artistic Director:[/h3]

The laws of electromagnetism govern the world of LOS, so using metal parts for the creatures and the environment was an obvious choice. We took a lot of inspiration from the creatures of the Horizon Franchise, and we then adapted our designs, fitting the lore with organic elements to make it stranger. The artistic direction of the game is really based on the idea of a symbiosis between the organic and the mechanical.



We wanted to bring an original universe to life, and we thought that 3D would be the most appropriate way to allow the player to explore the universe from all angles. The camera can rotate around the character and the setting, and that's not something we could have achieved in 2D. 2D was never really an option, honestly.



The challenge of good design is to create something that's original but whose function you can immediately understand. It's a difficult balance to strike, and I often spend much more time refining the design to make it go in that direction than I do making the actual rendering.



Seeing your concepts approach the end of the creative process, when everything fits together perfectly and even though it was challenging, you're happy with yourself and the result you've achieved, that you've managed to find the balance you were looking for, and that everyone in the team agrees on the final result, you can finally give your work to the next person, and the project moves forward



[h3]And here are a couple of words from our Composer:[/h3]

I’ve always been fascinated by space and the idea of the unknown, what’s really out there, beyond our reach. That curiosity is what draws me so deeply to sci-fi. It’s a genre that’s had a special place in my heart for as long as I can remember.
I’ve pretty much seen every sci-fi film out there, and I read novels from authors like Robert Sheckley, H.G. Wells, Frank Herbert, and even Stephen King. Scoring a sci-fi project has been a dream of mine for years, so when Jonas from Aberratic reached out and asked if I’d be interested in scoring for Land of Symbiosis, I was absolutely thrilled – it felt like one of those "finally!" moments.

For this soundtrack, I drew a lot of inspiration from the music in Prometheus and the Alien movies; those scores really helped guide the tone I wanted to strike. What made this project especially exciting is that it gave me the freedom to explore sounds that I had never used. Most of my past work is adventure and fantasy, so diving into this more atmospheric, sci-fi sound felt both fresh and completely natural. Unlike fantasy, where I’m used to telling a more direct musical story, here I have to hold back a little and let the mystery breathe.
And I got to dust off my hardware synth collection! They've been sitting in the studio waiting for the right moment, and this was it.



For the early demo phase, I’ve put together a few key tracks that are already being used in different parts of the game.

There’s a day and night cycle in the Land of Symbiosis, so I created music that shifts with the atmosphere, something more ambient and exploratory for the different times of day. Combat music introduces dynamic layers that evolve depending on the intensity of the situation, especially during hectic boss fights.
I’ve also started scoring specific gameplay moments, like defending the base. The goal is for the music to feel alive, reactive, but always rooted in the emotional tone of the game.

As I just got started, it’s a bit early to define the complete sound journey, but it’s definitely one of the most interesting projects of my career so far. Over the years, I’ve gained not only more creative experience but also technical knowledge, which allows me to bring my music to life exactly the way I envision it. I’ve always created music from the heart, and I believe that my emotion will shine through in every composition for Land of Symbiosis too.

Developer Update #2 - 05.06.2025

[h3]Hey there, Survivors![/h3][p][/p][h2]Today, we have a second Developer Update to keep you in the loop on our development progress! Let's jump into it![/h2][p][/p][p][/p][p][/p][h3]Creatures[/h3][p][/p][p]- Finalized BULK Concept arts[/p][p][/p][p][/p][p][/p][p]Thanks to his massive arms, BULK will be able to smash your base and defenses while being an incredibly resistant creature. A living tank.[/p][p]We also like to think he has some vibes of a good boy [/p][p](His design is partially doggo.)[/p][p][/p][p]- WIP BULK 3D Modeling[/p][p][/p][p][/p][p][/p][p]Last week, we started the blocking phase of BULK. As you can see, it’s challenging to get the proportions right, especially since the back and arm armor must fit together for the shield assembly (see concepts above).[/p][p][/p][p]- FLESH enemy modeling & texturing is now complete![/p][p][/p][p][/p][p]Here’s a first look at the final sculpt and textures. We went for a sharp, aggressive silhouette with glowing inner details to give it a menacing presence.[/p][p][/p][p]At the same time, we focused on clean readability, as these creatures will often appear in large groups; it's essential that players can quickly identify and react to them in the heat of battle. What do you think of the look?[/p][p][/p][h3]Environment[/h3][p][/p][p]- WIP environment concepts[/p][p][/p][p][/p][p]We've made solid progress on the environment![/p][p]This is 3D blockout for our next concept art, which will feature ground rifts and more dramatic rock formations. It's still rough, but we're excited about the direction we're taking. What do you think?[/p][p][/p][p]Here are some color variations, feel free to mark your favourite![/p][p][/p][p][/p][h3]Localization[/h3][p][/p][p]As part of our preparation for an upcoming event 😶‍🌫️, we've been working on localizing Land of Symbiosis into new specific languages. While there's still some polishing to do, the localization systems are already in place.[/p][p][/p][p]As a result, the Q3 playtest will be available in the following languages:[/p][p][/p]
  • [p] English[/p]
  • [p] French[/p]
  • [p] German[/p]
  • [p] Spanish[/p]
  • [p] Russian[/p]
  • [p] Portuguese[/p]
  • [p] Japanese[/p]
  • [p] Korean[/p]
  • [p] Simplified Chinese[/p]
[p][/p][h3]Network optimisations[/h3][p][/p][p][/p][p]Performance is a core priority in Land of Symbiosis, especially since we aim to simulate hundreds, if not thousands, of enemies simultaneously.[/p][p][/p][p]To support this, we've implemented a system that pre-computes major navigation data during the server’s initial loading phase. This significantly reduces runtime overhead and improves in-game performance despite having a runtime-generated procedural world.[/p][p][/p][p]Additionally, we've optimised how static elements of the environment are handled. These elements are now excluded from the network entirely, relying instead on the world seed and procedural generation to pre-pool them locally on each client. This approach reduces bandwidth usage and minimises latency when loading chunks around the player while increasing memory usage slightly for the client.[/p][p][/p][p]Thank you for your time and support. We hope you liked our new Developer update! See you in the next one![/p][p][/p][p][/p]