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Symbiosis News

Steam Big Summer Showcase

Hello there, Survivors!

[h2]Steam Big Summer Showcase starts NOW, and we are part of it![/h2]



Visit our updated Steam Store Page and drop a Wishlist if you would like to support our project and stay on top of our development progress!

https://store.steampowered.com/app/2874540/Land_of_Symbiosis/

Consider joining our Discord Server to connect with the community even more! We are often dropping news, sneak peeks, and you will be able to take part in our Community Events and win exciting prizes!



Thank you for all of your support during our development!

~Land of Symbiosis Team

Devlog - Inspiration for the game

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

In today’s devlog, we want to share some insights about our inspiration for the game. Everything has a story behind it, and we hope this Devlog will give you insight into our creative process. Let’s jump right in!



[h2]From Shelter to Stronghold[/h2]

We’ve always been huge fans of survival games, but one thing consistently bothered us: in PvE sessions, base-building often felt cosmetic, like you were just decorating, rather than building something with real gameplay value. That frustration sparked a series of brainstorms around how we could make bases feel truly essential, something you rely on and interact with meaningfully throughout the game.

The concept of being stranded on an alien planet and constantly needing to defend your base, similar to the game loops of The Riftbreaker and even 7 Days to Die, immediately stood out to us as a strong foundation and inspiration for our designs

In the early stages, the game was going to focus on progressing through different technological tiers, starting with primitive tools like wood and stone before reaching sci-fi tech. But we quickly realized that most of the excitement was happening at the high-tech end, so we leaned into that and dropped the traditional early-game survival tropes.

At its core, the idea behind this game is to deliver a fresh, intense survival experience, one that’s just as engaging for a solo player as it is for a group of friends working together.



[h2]Character and Enemy Movement[/h2]

As longtime fans of top-down games, we drew inspiration from a wide range of titles like Core Keeper, V Rising, The Ascent, The Riftbreaker, and even Valheim. Each of these games brought something unique to the table in terms of movement feel, combat flow, or how enemies engage with the player.

We believe you never really know where your next great idea will come from, which is why we make it a point to keep playing and analyzing games, both as developers and as players. It’s crucial for us to stay connected to what feels good to play and what players actually enjoy.



[h2]Visual Style[/h2]

We’re honestly a bit bored of hyper-realistic games, all aiming for the same gritty look and often ending up visually similar. We wanted to break away from that. Our goal is to create something more stylized and distinctive, something that stands out immediately and supports the strange, alien world we're building.

That said, the visual direction is still very much a work in progress. We're constantly iterating, experimenting with colors, lighting, and shape language to find the right balance between stylization, atmosphere, and gameplay clarity. It’s a process of ongoing discovery, and we’re excited about where it's heading.

We're especially drawn to visual styles that use bold artistic choices to enhance immersion without relying on realism, such as games where the art tells a story on its own.

Plus, a semi-stylised approach offers us more creative freedom and helps keep production manageable while still delivering a strong, memorable look that ages well.




[h2]Music[/h2]

Our musical inspirations come from a mix of sci-fi films and games that share a similar sense of scale, mystery, and tension, titles like Prometheus, Aliens, The Three-Body Problem, Mass Effect: Andromeda, and even high-energy sci-fi like Tron. We’re aiming for a soundscape that can shift between atmospheric and adrenaline-pumping, supporting both exploration and high-stakes combat.

We’re fortunate to be working with Aleksandria Migova, the composer behind V Rising, who brings a wealth of experience and creative vision to the project. She’s helping us shape a musical identity that enhances the world, whether you’re fighting a boss, uncovering strange alien structures, or simply surviving another day. Her involvement also strengthens our workflow, allowing us to explore and iterate quickly on both thematic and gameplay-driven tracks.



[h2]Story[/h2]

The story came together through a lot of collaborative brainstorming during pre-production. While the game is primarily focused on gameplay, we’re definitely a mechanics-first team.

We wanted a narrative that ties everything together and adds meaning to the world, the enemies, and your objectives. The story helps give context to your survival, your progression, and the strange things you encounter on the planet.

It also evolved alongside the game design. As we iterated on systems and features, the narrative adapted to support those changes. We didn’t want to force a rigid plot into a dynamic game, so we allowed the story to grow organically with the mechanics, making sure it enhances the player experience rather than gets in the way of it.

Here’s a glimpse of it:

You play as part of A.S.T.R.A., an elite commando unit sent to Sigma Century as a security escort for a scientific team from SC BioTech Industries. After a mysterious electromagnetic pulse disables all communications, your ship crashes, leaving you stranded and cut off from command. On the surface, you find the research team either dead or missing, and evidence of something far more sinister.

As you explore, you uncover signs of SC BioTech’s secret experiments on the planet’s Indigenous creatures, mutating and weaponizing them for their own gain. The deeper you go, the more you uncover their motives, and the more dangerous your survival becomes.

It’s not a story-heavy game, but the narrative plays a key role in anchoring the experience and giving purpose to the world, the threats, and your progression. It’s there for players who want to dig in, but never at the cost of pacing or gameplay.



[h2]Characters[/h2]

We wanted our characters to stand out from typical sci-fi designs, so we focused on creating a look that felt bold, recognizable, and unique to our world. That led us to the concept of the armor featuring long, flowing orange energy strands, something visually striking that also hints at advanced tech and identity.

It was also important for us to design a female character first, not as an afterthought or alternate option, but as the starting point. Right now, we’re working on the male version as a second skin, continuing to build a cohesive style while offering diversity in player identity.

Overall, we want our characters to feel grounded in the game’s universe but expressive enough to be memorable, both in gameplay and in visual storytelling.



[h2]Creative Process Behind the Game[/h2]

The creative process for this game has been a true collaboration from the start, constantly evolving with input from our team and external partners. We've leaned heavily on brainstorming, iteration, and playtesting. Sometimes an idea will start out small but grow in exciting ways once we start seeing it in action.

We’ve always kept player experience at the forefront, aiming for systems that feel intuitive but rewarding. Whether it's base-building, combat, or exploration, we wanted to create mechanics that make the world feel alive and interconnected, with depth that reveals itself the more you engage with it.

One of the most exciting things for us has been seeing how all the different pieces, from visual design to gameplay mechanics, are starting to come together into something that feels cohesive and unique.

It’s not just about building a game, but building an experience we’d want to play ourselves.
Early Access felt like the most logical step for us as a small indie studio. We wanted to validate the core gameplay with our community first before committing to scaling content. It gives us the flexibility to refine based on real player feedback and ensure we're on the right path, making sure the foundation is solid before expanding further.

And we’re still in the thick of it, constantly refining, tweaking, and looking for that next big idea that’ll push the game further.

Development Update #1 - 20/05/2025

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

Today, we are coming to you with a quick DevUpdate to keep you in the loop on our development progress! Let's jump into it!

[h2]Creatures[/h2]

- New creature named “B.U.L.K.” concepts



BULK stands for “Bulwark Unstoppable Lifeform Kolossus” and will be one of the first monsters to truly test your abilities in combat and base defense setup. Its shell on his back and arms allows him to take the form of a living shield, luring your defenses while smaller creatures can destroy them in the meantime.

- Finalised creature “F.L.E.S.H.” concepts



FLESH stands for “Functional Living Entity for Sacrificial Hostilities”
They behave like ants, fast, disposable, and individually weak, but extremely dangerous when swarming in massive groups. As the first enemy players will face, they serve as an early stress test for defences and demand quick area control and positioning.

Work in progress FLESH 3D modeling



High Poly modeling ✅ | Low Poly ⌛| Mid Poly ⌛| Texturing ⌛

[h2]Environment[/h2]

- Environment Design work in progress



We are working on some new moods and assets for the first environment you will encounter.

[h2]World[/h2]

Regarding the world, some improvements were made; we have been working on navigation baking and network optimizations to make sure the game runs as fast as possible during gameplay. This is important for us, given the number of enemies you can encounter during swarm cycles.

We are also working on a new system regarding procedural generation of the forests. This new system will allow us to generate more realistic-looking vegetation placement around trees using SDFs and hierarchies while being fully customizable by our artists.



[h2]Base Building[/h2]

For those of you that tested the game during the first closed playtest. You will notice a huge change in the base building mechanic. We heard your feedback and worked on a more modular, fun and creative base building system.

This new system is based on a 1x1 grid and not on a 4x4 grid anymore. This allows the player to create everything he wants, giving a lot more of creativity for base defense and decoration.

Temporary visuals

[h2]Fog Of War[/h2]



We developed more visually interesting effects and introduced a new, lightweight method for handling fog of war.

Traditionally, fog of war is implemented by painting circular masks onto a texture that represents the world from a top-down view. This texture is then used to display explored areas. However, saving and transmitting this texture, especially when a player joins a game in progress, can be costly in terms of memory and bandwidth.

Our approach subdivides the world into cells. Whenever a player enters a new cell, we mark it as visited.

We then dispatch a compute shader that generates a render texture at runtime using smoothmin functions based on the center positions of the visited cells.

💾 This allows us to save and transmit only the IDs of the visited cells to each client, who can then generate the fog of war texture locally.



Would you be interested in a detailed devlog about procedural generation? This is quite a huge topic, and we could share a lot of interesting insights about it!

New Teaser Live ! 🎞️🔥

[previewyoutube][/previewyoutube]

We're excited to share a new teaser trailer for Land of Symbiosis! 🎥

This trailer marks the end of our pre-alpha stage.

Thanks to your feedback and months of testing, we're now focusing on the next major milestone: the Early Access release.

As mentioned on Discord, we'll be running another playtest with you, our amazing community, to test new features and co-op gameplay. 🎮

Thank you for your continued support! Exciting things are on the horizon, and we can't wait to share more with you soon. 🚀

DEV Update : New Weapon - Shock Blades ⚡⚔️

[h2]Hello Early Survivors! 🔥[/h2]

⬇️ Here is a first preview of the new Shock Blades that will be available to play in the demo. ⬇️



This is a sneak peek of the elemental system available for you to customize your weapons and their afflictions.

[h2]Key Features of the Shock Blades[/h2]
  • Electrical Element: Infuse your attacks with shocking power to stun and damage your enemies.
  • Dual-Wielding: Master the art of dual blades for fast and fluid combat.
[h2]Gameplay Impact[/h2]
The Shock Blades will revolutionize your combat strategy. Unleash electrifying combos and control the battlefield by stunning foes, giving you the upper hand in critical moments.

[h2]We Want Your Feedback![/h2]
Join our Discord server and let us know your thoughts! Your feedback is crucial in shaping the future of Land of Symbiosis.

[h2]Stay Connected[/h2]
If you haven't already, don't forget to wishlist and follow Land of Symbiosis to stay updated with the latest news and updates.

See you soon for more updates!
Aberratic