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December 2024 Dev Update

Hello and welcome to the new dev update!

Before we jump into the dev update we need to address the playtest release first. Sadly we will not be able to launch it this year. Originally we planned to release it as an early Christmas gift in December but we decided to delay it until the next year. The delay is mainly because we want to improve the AI further and optimize the server performance. The latter will also require more testing, that's why can't wait to invite all of you to test the game! Now let's jump to the dev update.

In this article, we’ve aggregated all the exciting changes and new features we’ve worked on over the past six months. So let’s dive into the details!

[h2]Horses[/h2]

Who doesn’t love these beautiful animals? We love them too, which is why we’ve added horses to ALTERA! These loyal companions will be your best friends on your journeys. Thanks to their endurance and strength, they’ll help you traverse long distances quickly and carry large amounts of gear.

Horses come with a variety of coat and tack colors, based on our new random appearance system. This ensures every companion feels unique and distinct.

[previewyoutube][/previewyoutube]

[h2]Traders[/h2]

Traders are neutral characters who visit your outposts to trade goods with your faction. They sell all kinds of equipment, gear, and supplies. If you need to restock your troop quickly, keep an eye out for a trader!

[previewyoutube][/previewyoutube]

[h2]New Weapons[/h2]

The weaponry arsenal in the game continues to expand.

[previewyoutube][/previewyoutube]

[h3]LWM Sniper Rifle: [/h3]
Our first sniper rifle. It’s hard to acquire, but its devastating long-range stopping power makes it worth the price.

Ammo: 8.60mm



[h3]AKM: [/h3]
A widely used rifle originating from Earth. It offers decent damage, though with low stability and a below-average fire rate.

Ammo: 7.62mm



[h3]B-25R: [/h3]
A rare and expensive automatic rifle that delivers high damage with a lower fire rate. It’s very effective at medium to long range.

Ammo: 7.62mm



[h2]Weapon Attachments[/h2]

We’ve implemented an attachment system to provide more customization options for different playstyles and combat scenarios. Guns can now be equipped with scopes, magazines, and more. Attachments can be looted in-game or purchased from traders.



New Attachments:
  • Red dot sights (3 variants).
  • Holographic sight.
  • x2, x3, x4, and x7 scopes.
  • Extended magazines (2 variants).
  • Drum magazine.

Adding attachments is simple: equip a gun, then drag and drop the attachment onto it. Removing them is just as easy with a single click.

[h3]Flashlights[/h3]
All guns now come equipped with flashlights, allowing you to navigate more effectively at night.


[previewyoutube][/previewyoutube]

[h2]DNA Grenades[/h2]

Each DNA grenade contains an imprint of a character encapsulated in the size of a handheld device. Just put in your backpack and use it to spawn help. There are three types of grenades, each designed for a different species:
  • Humans.
  • Penguin soldiers.
  • Horses.

[h2]Save System[/h2]

We’ve laid the groundwork for a robust save system. While largely invisible to the player, this system enables seamless cross-play and cross-progression by saving all data in the cloud. With this system in place, we’ve also unlocked the possibility of implementing new features like character creation and customization.

[h2]New Main Menu[/h2]

The main menu has been completely redesigned. Upon launching the game, you’ll see the environment of an old, abandoned house. A single table with a PC—showing signs of recent activity—is your gateway to the game world. The PC screen displays information about your active save slot. There are three save slots available, allowing you to manage three independent game sessions.



[h2]Character Customization[/h2]

After selecting a save slot for the first time, you can create your character. Customize the body type, skin, hair color, hairstyle, eyebrows, beard, mustache, etc. And this is just the beginning. The system will be expanded in future updates.


[previewyoutube][/previewyoutube]

AI characters in the game world also have randomized appearances, ensuring a diverse and unique cast of characters. This system mirrors the one used for horses.

[h2]AI Updates[/h2]

We’ve made significant improvements to AI behavior:
  • Cover System: AI units now analyze their surroundings and seek cover when under attack.
  • Behavior Variations: Different soldiers act based on their loadouts. Snipers maintain distance, while assault marksmen prefer close combat.

[h2]Building System[/h2]

We replaced the radial buildings menu with the new tile-based one. It allows you not only to place structures but also facilities and other placeable objects. The number of those will gradually increase over time, that’s why we decided to make a tile-based menu which will provide more space and better organization of the items.

The models of the building parts have been reworked and now look like this:


[previewyoutube][/previewyoutube]

New placeable objects include:
  • Item crate: place it anywhere in the game world and store any items inside.
  • Electric lantern can be placed anywhere to light up your surroundings.
  • Lighting towers help you set up lighting of your outposts which is crucial at night.

[previewyoutube][/previewyoutube]

[h2]Item Management and Looting[/h2]

[h3]Item crate feature[/h3]
Crate system enables allows various types of cotnainers, boxes and chests in the game world. Players are able to move items freely from their inventory to an external storage or just throw them to the ground.

There are two types of crates:
  • Constant crates can be placed in the game world to provide an extra storage option
  • Temporary crates appear when any item is dropped to the ground. Dead enemies now also drop their loot.

Players can easily share items with their troop, as well as with each other. Just come close to a desired character, press the interaction button, and move items freely between the characters.

The items lying on the ground can be easily accessed with TAB looting. Any time your inventory is open but you’re not interacting with a specific crate, all nearby items will be displayed based on proximity.

[h3]Portal Dungeons[/h3]
Crates with valuable loot can now be found in portal dungeons, making them essential for your economy.

[h3]User Interface Improvements[/h3]
  • Updated item appearance with a clean tile view.
  • Re-captured and edited inventory icons with added shadows for better readability.
  • Notifications for interactions and building restrictions.

[h3]Weight and Overload System[/h3]
Characters now have a weight limit. Overloading reduces movement speed, requiring careful inventory management. Horses can help carry additional weight while leveling up specific skills increases your carrying capacity.

[h3]Resources[/h3]
ALTERA Cash, wood, and other resources are now displayed in the inventory alongside other items, therefore they can be shared as well.

[h2]Clothing and Gear System[/h2]

We’ve introduced several clothing sets:
  • Casual outfit.
  • Survivor outfit.
  • Basic military outfit.
  • Special operations outfit.
  • Tactical military outfit.

Clothing and gear can be bought, looted, and equipped like other items. The inventory now also includes armor slots for enhanced protection.



[h2]Changes to the Game Loop[/h2]

We've made a few changes to the core game loop. Now all enemy outposts have a control tower just like the player-controlled ones. To capture the outpost you don’t need to destroy the tower. Instead, just hack it to bring it under your control, but only if the outpost is cleared. To capture an area you have to control all towers in it. The number of towers in an area is now not limited to just one, enabling you to build your own outposts completely from scratch!

The preset outposts now have active lighting towers to provide visibility and aid the base defense at night.



[h2]User Interface[/h2]
We changed the overall colors of the UI to a more greyish tone and applied the same color scheme to all parts of the UI in the game.

We updated the appearance of the minimap and the quality of the icons. Numerous new icons were added, including displaying the friendly units and loot.

The “Escape” menu has been reworked to look similar to the main menu. It also features information about the active locally hosted session.



The game settings have been split into a few separate screens: Video, Audio, and Input.

Some of the keybings for the deprecated features have been removed. On the other hand, a setting was added to enable MegaLights - a new experimental feature that provides a better performance of scenes with a large number of light sources.

[h2]Shader compilation screen[/h2]
We added the shader compilation screen which now appears right after the game launch. Pre-compiling the shaders will prevent stutters during the gameplay.

[h2]Other Changes[/h2]
  • Soldiers in your troop now wear backpacks, while those protecting the outposts do not.
  • The area belonging to each outpost is now rectangular instead of circular.
  • Items can be switched using the mouse wheel.
  • Updated building controls.
  • Updated default graphics settings and resolution.
  • The engine version was updated to 5.5.

[h2]Bug Fixes[/h2]
  • Fixed a bug causing player control loss after riding far from a horse’s spawn point.
  • Fixed a bug preventing enemy spawns in portal dungeons.
  • Fixed multiplayer teleportation issues in dungeons.
  • Fixed desynchronization of enemy weapons for remote clients.
  • Fixed neutral character attacks by enemies.
  • Fixed disappearing character heads in inventory previews.

Thank you for your continued support and feedback! We’re excited to hear your thoughts on these updates.

We wish all of you a Happy New Year and see you in ALTERA!

July Development Update



Hi everyone,

Today we want to tell you about all the amazing stuff we've worked on the past few months. The overall biggest change of this update is that we found a practical way of merging the Sandbox and Campaign into one unified game mode. We think this is much better and overall will reduce a lot of confusion for all players.

[h3]MetaHumans[/h3]

We implemented new human characters that are based on Epic MetaHumans. There will be a lot more characters in the future as well as a lite character editor!



[h3]Clothing[/h3]

It wouldn't be appropriate for our newly created characters to be without clothing, so we've implemented a few initial sets. The starting characters wear survival-styled outfits, while most enemies are currently dressed in military uniforms. We plan to significantly increase the variety of clothing in future updates. Soldiers accompanying you on adventures now put on backpacks, allowing them to carry more gear, which is necessary with all the new items we've implemented and plan to add.



[h3]Hunger and Thirst system[/h3]

In this update, we've added hunger and thirst systems. If a soldier's hunger or thirst level reaches zero, they will start losing health. To support this system, we've introduced new items. You can find them in the game world or buy them in the shop, all featuring our new carefully crafted animations.

Apples keep your soldiers well-fed.

A water flask is a must-have item for every soldier.

[h3]New health item[/h3]

Use the Syringe Gun to refill your soldier's health.



[h3]New grenade[/h3]

We've added a new frag grenade, the well-known M67. But don't worry, this doesn't mean we're getting rid of all the old grenades. The terrifying mango grenade is still available and can be used to eliminate entire enemy troops!



[h3]Recoil updates[/h3]

The recoil system has been further refined to provide smoother and more satisfying gunplay.



[h3]Animation updates[/h3]

We've continued improving our animation system to work seamlessly with the human characters. The missing movement states have been migrated from the old animation system to the new one, designed to work neatly with UE5 skeletons. Additionally, we've focused on creating transition animations that were missing in older versions but are crucial for realistic movement. These include full-body animations for equipping, holstering, and swapping items. We're continuously working on the animations to make them feel and look more polished with each update.

A small insight: the animation system was probably the most challenging and extensive task in this update because it involves implementing and seamlessly blending countless movement states, transitions, actions, and reactions, and making all of it work in both first-person and third-person perspectives. Moreover, crafting animations and tweaking them for the best appearance is a very time-consuming process. But we've made great progress, and we're proud of the results!

Swapping animation example.

[h3]Inventory updates[/h3]

We've made significant improvements to the character inventory. Each soldier now has an individual inventory. The slot configuration has been reworked as well. Every character now has 2 main weapon slots, 2 secondary slots (for items like bows, pistols, and melee weapons), and 6 belt slots (for grenades, food, drinks, etc.). The inventory interface has also been updated; item slots are now larger for easier access and gear management. Additionally, a 3D preview of the character is displayed.



[h3]Skills[/h3]

We've further developed the skill system. The skill for increasing health has been removed, as we plan to allow players to protect themselves by equipping body armor. The skills window has been moved to the inventory tab for easier access. Several bug fixes have also been made to ensure the system works as intended.



[h3]User interface[/h3]

Our user interface has been reworked and now features greenish military colors that better match the game's mood and feel. The main gameplay UI has also been significantly redesigned. The appearance of items has been improved, and they are now displayed in square boxes.



[h3]New outposts[/h3]

We've designed new outposts in a military style. There are living quarters, medical facilities, and a command post where the faction command (you and your friends) can meet to discuss plans and strategies. There are also checkpoints on the main roads, equipped with facilities for controlling bypassers, large watchtowers, and spacious storage facilities. No hostile troop will pass by—or will they?

The new addition to the outposts is the watchtowers. Soldiers positioned in the towers help build a multi-layered defense, making capturing the camp a more challenging task. Additionally, the command tower model has been updated to resemble a radio tower, serving as a communication hub between your outposts in different territories.

The road system has also been updated to look more realistic, with the new meshes and new textures replacing the old ones. And by the way, are you excited about the possibility of building your own outposts? If yes do not forget to check the next update too!



[h3]Missions[/h3]

A new set of missions has been added to guide players through their first steps in the game. The mission system itself has received numerous improvements and fixes to ensure tasks are properly replicated for all players.



[h3]Co-op[/h3]

We've simplified the process of inviting players to a session. After starting a session, you can now copy the invite code and send it to a friend, who can enter the code in the main menu to join your game.



[h3]Full list of changes:[/h3]

  • Added new playable human characters.
  • Enemies on the outposts and inside the portal dungeons were replaced with humans.
  • Added blood visual effect upon hitting another character.
  • Added two new survival clothing sets as well as a basic military outfit.
  • Added backpacks.
  • Implemented hunger and thirst system.
  • Added the red apple food item.
  • Added the flask with water as a usable item.
  • Added the syringe gun used for healing.
  • Added M67 grenade.
  • The bow now deals damage instead of a stunning effect.
  • When an object or enemy is hit with a bow, an arrow realistically persists on the impact location.
  • Updated muzzle flash effect on the weapons.
  • Improved weapon recoil.
  • Added unarmed movement state.
  • Improved equipped movement state, especially when moving sideways.
  • Added equip and holster animations for rifles, bows, and belt items. (
  • Added item swapping animations.
  • Updated item slot configuration.
  • Improved the appearance of the slots in the inventory.
  • Added real-time character preview in the inventory.
  • Moved skills to the inventory screen.
  • Removed Viable skill (increases maximum health)
  • Changed the color scheme of the UI.
  • Changed the friendly faction's main color to green and the enemy's color to red.
  • Improved various UI elements.
  • Improved appearance of quick access slots on the main gameplay UI.
  • Replaced character stats appearance with numeric.
  • Updated the appearance of the status UI of the friendly and enemy units.
  • Added military outposts.
  • Replaced the command tower model.
  • Added new road meshes.
  • Replaced the road textures.
  • Added initial set of missions.
  • Troop size was limited to 3 characters.
  • Every commander and a soldier can now be revived by an ally.
  • Implemented inviting friends with an invite code.
  • Performance and visual updates to the time of day and weather systems.
  • Added additional graphic settings and simplified DLSS quality selection.
  • Updated project to Unreal Engine 5.4
  • Updated DLSS to the latest version.


[h2]Bug fixes:[/h2]
  • Used items are now properly removed on the client.
  • Fixed animation when going through the portal.
  • Fixed bug when jumping interrupted the reloading.
  • Fixed Stable Hands and Quick Hands skills. their effect now properly affects reloading speed and recoil amount.
  • Fixed bug when active missions were not replicated to a newly joining client.
  • Fixed bug with displaying mission progress.
  • Made various fixes and improvements to troop commands.

April Development Update

Hi everyone!

Before we jump into the news we just wanna thank everyone again who voted for us in the IndieDB 2023 awards! For those who missed it, we made it to the 8th place in the category Best Upcoming Indies!

Check out all the other amazing games that made it to TOP 10 here.

Alrighty now the blog post part.

We've made great progress this year and we would love to share it with you all! As you can see we included a new screenshot that shows a real-world environment of the main game. All people who played the Prologue probably know that it was set in a simulation environment. That simulation has great popularity in all nations of ALTERA. The Prologue ends with the player being hacked by the main antagonist, a mysterious villain, METALGRAVE.

For the main game, however, things will be different, visually speaking. The visual style of the main game is a mixture of sci-fi and post-apocalyptic elements. And before you get sad: no, the robots did not fully disappear. Introducing human characters and "other" ones is one of the main goals of the main game.



To give you all a better understanding of the lore and world of ALTERA please read this overview:

The world of ALTERA is set in an alternative fictional universe. Humans, animals, and machines on this planet lived in peace and harmony for many hundred years. But METALGRAVE does not believe in the progress that was achieved and wants to erase all technology from ALTERA.

The main goal of the players is to form a faction, recruit soldiers, and put an end to Metalgrave and his morbid plans. Unlike the Prologue, in Act 1 of the campaign, the player is sent to a remote island formation, which serves as a home to the numerous refugees who fled from another universe.

The universe of ALTERA is far developed and many technological inventions have been made. The many different species that live on the planet all take advantage of this progress. On the surface, there are no wars, no unemployment, and no big issues that plague the many nations of ALTERA. However, all this came at a great price. ALTERA’s history is several thousand years old. And across the centuries there was a great effort to hide and bury all wrongdoings of the past.

That and much more will all be uncovered in the campaign.


[h3]Human characters[/h3]

The implementation of the first version of human characters is nearly finished. The human characters are currently playable and most of the animations are working. The animation system itself got numerous improvements and polishes.

[h3]More ballistic weapons[/h3]

We have started implementing more ballistic weapons in the game. The first ones are M4A1 and AR-15. You can expect around 12 new weapons in the upcoming playtest.



[h3]Realistic recoil[/h3]

During the Alpha stage, many of you gave us feedback regarding the gunplay. The main point was there was a need to improve the recoil. With the new procedural system, the recoil now looks and feels much better!



[h3]Sleepdealer animations[/h3]

The Sleepdealer animations have been also updated and now are much more realistic. The shooting mechanic was reworked as well. Now you need to pull the string by holding RMB first and then release it to shoot.



[h3]Character level and skill system[/h3]

We have implemented the skill system, which allows you to enhance the stats of your troop commander, using skill points. Those are obtained by leveling up.



Your troop gets experience by killing enemies and executing other actions in the game world. The skills allow you to increase your health, stamina, sprint speed, reload speed, decrease recoil strength, etc.

All soldiers besides the troop commander invest their skill points automatically. All the enemies will also have unique skill combinations, and their levels will vary, which will make some of them dangerous opponents!



[h3]Stamina system[/h3]

The energy has been renamed to stamina and now plays a much more important role in your gameplay. You lose stamina by sprinting and using the Sleepdealer.

Take a look at the stamina bar, the level is decreasing when pulling the string of the Sleepdealer. When the stamina is at the minimum it's no longer possible to shoot.



[h3]Fall damage[/h3]

Now you receive damage after jumping down from height.

On the gif below you can notice that the health level slightly drops after landing. Bigger heights will cause much higher damage.



[h3]Faction system[/h3]

Now you can position friendly soldiers near the towers or do the opposite and command the stationed units to join your troop. All those soldiers are part of your faction and the more towers you have the bigger your faction can be. You can always check how many soldiers you have and where they are positioned on the new faction screen.



Units stationed near the towers will protect their tower from enemy attacks. This process will happen automatically even if you are far from a tower.

At any point in the game, you can return to any tower to help your faction soldiers protecting the area (or just go there and observe what's happening from a safe spot 🙂 )



[h3] Troop commander death rules[/h3]

When the troop commander dies, you need to select a soldier from your troop and assign them as a new commander. But this costs a lot of money so we recommend you watch out for your commander carefully. If you don't have money to assign the commander, you can still do it but you will get into financial debt. You can also always assign another unit to act as a new troop commander.

[h3]Other changes:[/h3]

  • Inventory items are now displayed on the bottom of the screen so you can always see what items your controlled soldier has.
  • Maximum troop size changes based on having many other players join you in the game.


Also, as a bonus, here's a screenshot that teases the new redesigned main menu. Just ignore the UI bug haha.

CLOSED ALPHA 0.14.6 - Last Update For 2023 & Future Plans

Hello everyone,

Before we outline what was happening this year and our future plans, please do not forget to vote for ALTERA for the best upcoming FPS! There is only one day left to vote, soldier!



We spend this whole year implementing many new game systems and features. All aspects of the game also received further improvements and we fixed a lot of crucial bugs. Act 1 is ready and now we can finally start the production of Act 2 as well as the Sandbox game mode.

The next big milestone for us will be the public playtest in 2024. The Closed Alpha version will stay available on Steam and will be replaced with the playtest when it's ready for release. The playtest version will have no NDA which means everyone can share gameplay, screenshots and feedback publicly. There will also be scheduled testing times to assure that custom game lobbies for campaign and sandbox are filled properly.

[h3]What content will be in the playtest version: [/h3]
  • Full Act 1.
  • A small portion of Act 2 (one questline as well as many side quests).
  • Many new game systems and features that will unlock during Act 2.
  • New map to explore.
  • New units.
  • NPCs.
  • Traders.
  • Skill system for troop commanders and units.
  • New weapons (ranged & melee).
  • Realistic procedural recoil for all ranged weapons.
  • New grenades.
  • New utility items.
  • Sandbox game mode with custom rules.
  • Full support for self hosted servers (yes dedicated servers are coming!)
  • AND MUCH MUCH MORE!




The focus of the playtest will be to receive further feedback on current and upcoming new game systems. As well as to give as many people as possible access to the game before the Early Access release. Like the Closed Alpha the Playtest version will be updated on a monthly basis and you can expect not just bug fixes but new features as well as quality of life improvements. We will keep you up to date on the progress of the playtest here on Steam and on social media. In case you have not joined our Discord please do so.

Anyways that's all from us in this year. We wish you a great holiday season and we cannot wait to return fully refreshed and continue working in the next year!

[h2]CLOSED ALPHA 0.14.6 PATCH NOTES:[/h2]

[h3]Changes:[/h3]
  • Added ability to join friend sessions from the main menu.
  • Added category "All items" in the inventory.
  • Increased enemy marking distance.
  • Added snow weather in Prologue and Sandbox. (for nice holiday vibes)

[h3]Fixes:[/h3]
  • Fixed music interrupting in cut scenes.
  • Fixed bug where unit grenades received as a reward were not spawning a unit.
  • Fixed bug when it was impossible to respawn on some of the beacons in Sandbox.

[h3]Known Issues:[/h3]
  • Crashes sometimes happen on a client.
  • Subtitles are disabled.

New Trailer Is Out!

[previewyoutube][/previewyoutube]
The new Closed Alpha trailer is out now! We hope you like it!

Also don't forget to vote for ALTERA to help us win the Indie of the Year award for the best upcoming FPS.

VOTE HERE: INDIEDB



All footage from the trailer is based on Act 1 of the campaign and the sandbox game mode. All gameplay footage and the cut scenes are real-time and based on UE 5.3. The trailer does not represent the final quality of the game. ALTERA is still in development currently at version 0.14.5.