NEWTest build 0.4.76 is out NOWNext: tuning the boss fights

SHOREFALL / OUTER COAST / DAY 01

THE LOST
GALAXY

Make a home on hostile ground.

Settle Shorefall's alien coast in this sci-fi survival game. Spend the morning on the farm, furnish a home, shop the neon market, then take a friend inland to fight for the materials you can't grow.

IN-GAME / CAMP AT DUSK THIRD-PERSON SURVIVAL · SOLO & CO-OP · IN PRIVATE TESTING

Letters, loot
and auto drive.

Build 0.4.76 opens a loot window when you search a kill, so you see what you got: click or drag one stack, or LOOT ALL. SEND NEARBY is now STASH NEARBY. Build a mailbox at camp and a letter from town waits in it each day, kept in your journal. Vehicles auto run on the same key as walking, and auto path holds a safe line so you can swap to the gun at speed. Boss warnings are calmer, the Crimson Sovereign has a new voice, music fades out and sits softly in town, bars and inns talk only when people are in them, and swimmers can climb onto the Storm Regent's platforms. Nobody has played this build yet, so tell us what breaks. Every client must update: Play Online downloads a patch of about 125 MB on a Mac on 0.4.75 and about 163 MB on Windows. Saves carry over.

Recent builds added a loot window, camp mail and vehicle auto drive, recorded sound and music, a free tech reset, giant bosses, ledges and a lift, nearby voice, fish shops, field chests and ship respawns, more graphics settings and boss plates that break, a map that zooms and a wider camera, dressed mountains and camps, the boss dungeons and their creatures, a round of fixes to saves, fireplaces, farming and furniture, the boss dungeons’ quests, holiday lights, fireplaces and the museum’s art wing, locks and keys for rovers and houses, most of the testers’ list, walk-in houses and neon at Lantern Exchange, the HEARTH & HALL furniture warehouse, clothing you carry, the Lantern Exchange after dark, ship battles and clan claims for PvP regions, a deck rail, sinkable raider gunboats, working ship modules, solo travel and Drowned Reach, used rovers and a truck stop, and weightier combat. Read the patch notes

A roof comes first.

You wake beside the water. The first job is finding enough scrap to make a tool. Then a floor, some walls and a bedroll. Somewhere to return to when the light starts to go.

  1. The coast looking west: an explorer on the dunes, the headland cliff, coast rocks and the sea 01Beside the water
  2. An explorer standing at the doorway of the shelter by day 02A floor, some walls, a bedroll
  3. The shelter door at night, with the lamp lit inside 03When the light starts to go

What happens next is up to you. Turn the camp into a working farm, learn the ponds, or follow the wrecks inland. Each trip brings back something for the place you're building.

  1. Two explorers at their camp at dusk, with the shelter, porch fire and crop field, and the Breakwater lighthouse and town behind
    A

    A place to live

    A few crops can feed you, and a good harvest pays for the next project. Cook what you need, build up to three levels and furnish the rooms from HEARTH & HALL's 146 pieces. Take the rest to the neon Lantern Exchange, where the shops and stalls trade.

    IN-GAME · CROPS / KITCHEN / FURNITURE / MARKET
  2. An explorer crouching on the grove path in the Saltwood woodland, with a survey post and cliffs behind
    B

    A reason to leave

    Better equipment takes materials you'll have to fight for. Clear a hostile camp and bring its cache home. Inland, Saltwood's titan trees stand up to 200 m tall: grapple into the canopy, and prepare before you face the Crimson Sovereign.

    IN-GAME · THE ROAD INLAND / TITAN GROVES
  3. An explorer on the Rime Field landing pads facing the field sign, the beacon tower and fuel tanks, with ice cliffs and a ringed planet behind
    C

    A bigger world ahead

    Each planet is becoming five regions joined by mountain passes. Shorefall and the Highlands are the regions open online, and Drowned Reach, a flooded region at the end of Shorefall's ebb road, is open in solo play. Launch fields carry explorers between planets, and clans are in the current test build. Ship battles and clan claims are built and wait for the first PvP regions. The target is 100 explorers in each region.

    IN-GAME · ARRIVAL ON RIMEFALL

Bring your people.

A shared camp was the beginning. Now there are clans.

Found a clan, invite up to 20 explorers and give your officers the keys. Camp pieces your members build belong to the clan, so the whole crew can use the stash and the workbench. Shorefall and its regions stay safe ground. Rimefall is PvP ground, where rare materials draw crews out to fight for them. It is offline on the test server for now.

  1. 01

    A base for the clan

    Pool supplies and build a home for your crew. Each piece can stay private, be shared with the clan or open to everyone, and officers can run a clan stall at Lantern Exchange.

  2. 02

    Contested ground

    Rimefall and its regions are PvP ground, and frontier planets beyond it will be too. Anything you carry can be looted, and breaching charges can open a camp at any hour, so the builder and their clan get an alert wherever they are. Roaming world bosses give crews more to prepare for.

  3. 03

    Crews in combat

    Settle an argument with /duel. Both explorers agree first, and both are healed to full afterwards. Ship battles and clan claims are built and wait for the first PvP regions. Hardcore servers are planned for players who want harsher rules.

Back before
nightfall.

There are 36 minutes from one dawn to the next. Enough to tend the farm and fit in a trip inland. Night brings more danger, but some catches are worth staying out for.

Two explorers at their camp at dawn: the shelter, a porch fire and a crop field, with the Breakwater lighthouse and town behind An explorer walking toward the parked lunar rover on the arrival field, with the lander beyond, crates and the camp behind Two explorers at their camp at dusk, with the shelter, porch fire and crop field, and the Breakwater lighthouse and town behind The shelter door at night, with the lamp lit inside
  1. Two explorers at their camp at dawn: the shelter, a porch fire and a crop field, with the Breakwater lighthouse and town behind
    DAWN

    See what grew.

    Crops grow at dawn if you kept them watered. Harvest the ripe ones and check the weather. Rain takes care of the watering, leaving you free to head out earlier.

  2. An explorer walking toward the parked lunar rover on the arrival field, with the lander beyond, crates and the camp behind
    DAY

    Make the trip count.

    Use the daylight to gather building materials, fish a creek or take the rover out. Pack a meal for longer trips. Running spends your rations faster.

  3. Two explorers at their camp at dusk, with the shelter, porch fire and crop field, and the Breakwater lighthouse and town behind
    DUSK

    Bring the haul home.

    The dusk warning gives you two minutes before dark. Put your materials in the stash and get dinner cooking. A light beside the field helps discourage raiders.

  4. The shelter door at night, with the lamp lit inside
    NIGHT

    The eels are biting.

    Night fishing has its rewards. Hostiles notice you sooner, though, and an unattended field can draw raiders. When the crew has had enough, everyone can sleep until dawn.

Live off
your own land.

Start with a hoe and a watering can. In time, you'll have ingredients for proper meals, a kitchen to cook them in, sprinklers to keep the field going while you're away and a home you've furnished yourself.

The watered field near harvest: lantern squash, glowmelon, sungrain and moonbloom
IN-GAME / CROPS READY TO HARVEST
12 CROPS TO GROW

Save some seeds for tomorrow.

Salt tubers feed you. Flaxreed supplies fiber for crafting. Herbs go into remedies. Keep the rows watered and they'll grow at dawn. A better harvest starts with compost, and sprinklers spare you the daily rounds with the can.

  • Twelve crops for food, crafting and remedies
  • Improve harvest quality with compost
  • Gather wild seeds or extract them from harvested crops
An explorer on the sand as the Old Tidewalker wades the West Strands shore, with the sea, the reef wall and a sea stack behind it

A boss walks
each planet.

The Old Tidewalker wades Shorefall's wreck strands. The Frost Matriarch walks Rimefall's north ice-fall. Each move is telegraphed on the ground, armor plates break into weak points, and the boss grows tougher with every explorer who joins. Everyone who fought gets their own loot.

An explorer among three dune striders on the Ochre Dunes, with grey mountains and parasol trees behind
IN-GAME · OCHRE DUNESDune striders

FIVE WILD SPECIES / TWO CAN BE TAMED

Earn its trust.
Then ride.

Dune striders, bristlebacks and fen stalkers live on Shorefall. Rime grazers and frost stalkers live on Rimefall. Hunt them with a throwing spear for meat and materials, with eight dishes to cook back at camp. Two of the five can be tamed instead.

To tame a dune strider or a bristleback, craft a tranq blowgun at a workbench once you've found bone. A sleep dart puts the animal down for a minute, unhurt, from up to 25 meters. Feed it its favorite food (salt tuber for a strider, any raw cut for a bristleback) three times, 8 seconds apart, and it's yours, with a name, health and loyalty. A bone whistle orders the one you have out: follow, stay, guard camp, fight with me or go to camp.

Every hostile shows its level beside its name in a con color, from grey to red, and kill XP follows it. Near the town they run levels 1 to 8, along the coast 8 to 16 and toward the passes 16 to 25. Hit one and only its campmates within 8 meters join in, and how close you can walk unnoticed depends on its color.

A saddle makes a dune strider a mount, with a stamina sprint and a short jump. A pack harness gives a bristleback eight slots. Back at camp, a tame can take a job: bristlebacks haul ripe crops to the stash, and dune striders guard the camp at night or turn the mill twice as fast.

See the latest scenes
An explorer gliding in a wingsuit toward a ring of the Saltwood Drop course, high over the grove
IN-GAME · SALTWOODThe foot of a titan

THREE TITAN GROVES / ONE GRAPPLE

Look up.
Then climb.

Shorefall's three titan groves hold trees 135 to 195 meters tall, and the Heartwood stands 200. Each grove has a canopy course with a top-ten board. Updrafts stand in the canyons and over Rimefall's vents: glide in and they carry you up.

Every explorer carries a scrap hook in the grapple slot, on middle mouse. Click to fire at any solid surface within 40 meters, hold Q to reel in, swing from the line and press Space to let go. Better hooks need the Rigging skill. On a wall, jump pushes you off, crouch lets go, and hanging on costs stamina.

Inside the sea cave: a flooded passage between stone walls, a timber door frame with lamps and a foe in the room beyond
IN-GAME · SEA CAVEThe sea cave

THREE DUNGEONS / BURIED CHESTS

The keys are
inside.

The sea cave on Shorefall's coast, the buried freighter hold in the Ochre Dunes and the ice ruin under Rimefall's north ice-fall have six rooms each. Two doors are locked, and their keys are somewhere inside. The rooms hold rock and steam traps and a guardian.

Each explorer may open a dungeon's chest once every six hours, and a dungeon resets ten minutes after the last explorer leaves. Treasure maps from freighter holds, camp clears and residents' gifts show a sketch and a bearing from a landmark to a spot 40 to 160 meters away. Walk it out and dig up the chest with a pick.

Past Shorefall's ebb road lies Drowned Reach, a flooded region with twelve sites, four herds and the entrance to the Drowned Metro. It opens in solo play, and solo explorers cross the passes and launch fields with their pack, gear and rover. It isn't on the hosted world yet.

Block well. Hit back.

Each swing has a direction. Choose yours with the mouse, then watch the enemy's windup. Meet their blade with the correct guard and they'll recoil long enough for you to counterattack.

Swings and blocks cost stamina, and a guard on empty breaks. Jump while guarding to dodge. Enemies read your windup, feint, step back and circle, so don't swing the same way twice.

Attack & guard
Four directions
Counterattack
After a clean block
Armory
7 melee weapons
Level cap
60, new gear at 40, 50, 60
Four Ashen warriors on open ground facing the explorer, with their camp's slabs and crates behind them under the mountains
IN-GAME · ASHEN CAMPThe Ashen Warband closes in
GUARD DRILL BLOCKED 0 / 0

Try the guard. Ten strikes are coming, each marked on one side.

Guard the marked side before the ring closes, using the pad, arrow keys or WASD.

OPTIONAL ENCOUNTER

The Crimson Sovereign

The Sovereign stands five meters tall. A blocked claw strike exposes its core, but the opening is brief. When its chest lights up, find cover or clear the blast radius. Hurt it badly enough and the attacks come faster.

Take the long way by vehicle.

Cross Shorefall in a rover, haul a load in a hauler, ride with a friend in the lander or split piloting and gunnery duties aboard the battleship. Craft your own from a kit at the workbench, fit its parts and drive it through a pass with your crew aboard. Skiffs, frigates and battleships come from ship kits too, and the map shows where you left each one. Ship battles are built and waiting for the first PvP regions.

  • An explorer walking toward the parked lunar rover on the arrival field, with the lander beyond, crates and the camp behind
    V-01

    Rover

    A one-seat runabout for getting across the coast. Learn it at level 3, craft the kit and fit four tracks and two thrusters. It stays where you parked it.

    Seats
    1
    Top speed
    75 km/h
  • The lunar lander with its arrays raised on the arrival field, an explorer beside it and Saltwood trees and a ridge behind
    V-02

    Lander

    Two seats under a pair of sun-tracking arrays. Board together and the legs fold away as the hull rises to hover over the terrain. Craft your own from level 5.

    Seats
    2
    Hover
    70 cm
  • A six-track convoy hauler with a yellow-lit cab climbing the Crown road on a snowy slope, an explorer by the trees beside it
    V-03

    Hauler

    Six tracks, two thrusters and a 24-slot hold for the long haul. Learn it at level 8, or find a used one at Second Wind Motors.

    Hold
    24 slots
    Tracks
    6
  • The battleship riding over open sea off Shorefall, its deck cannon on top and its shadow on the water
    V-04

    Battleship

    The pilot steers a 32-meter hull. The gunner works the deck cannon, and you can take the seat while it moves. Bring someone you trust with the other seat.

    Crew
    Pilot + gunner
    Cannon
    150 m
  • An explorer standing on the battleship's upper deck at sea, with the Breakwater reef wall, the lighthouse and the coast behind
    V-05

    Ship decks

    Walk, sprint and jump on a moving deck. Above 14 km/h an invisible rail keeps a running jump out of the sea. Fit a medbay, refinery, lookout mast or captain's cabin, then fend off raider gunboats: sinking one pays 150 XP to everyone who hurt it.

    Modules
    Fit by hull
    Rail
    Above 14 km/h
  • The Second Wind Motors lot from above: eight bays of used haulers, rovers and landers under bunting, a gantry sign and the sales hut
    V-06

    On the road

    Second Wind Motors sells used rovers, landers and haulers: inspect, haggle, test drive or trade yours in. Sprocket's bay repairs, paints and tunes. Out on the road, the Halfway truck stop has a diner, a jukebox and bunks you can wake in.

    Dealer
    Second Wind
    Stop
    Halfway
The Lantern Exchange avenue by day, with striped stalls on both sides, the bounty board and the lantern hologram overhead
IN-GAME / LANTERN EXCHANGEPlayer-owned shops at Lantern Exchange

Take it
to market.

Vesna buys the crops, fish and meals you can spare. Use the proceeds for seeds, or put your supplies toward one of six community projects. Beyond your camp, the waterfront and eight outlying hamlets give you reasons to explore the coast.

THE NEON MARKETAfter dark, Lantern Exchange lights up. Every stall wears a neon sign with its trade and number, holograms turn over the avenue and the wet deck throws the colour back. Searchlights sweep the square, and lit drones circle it. Six houses along the avenue are walk-in: step up to a door and it slides open onto a furnished room. The INN has booths, a back bar and a hall of sleeping pods, the TEA house has urns and low tables, and the BATHS have a soaking tub and showers. REPAIRS, SCRAP and FUEL are working rooms with benches, bins and pumps.

IN THE BUILDLease one of eight empty stalls at Lantern Exchange, stock it from your pack and set your prices. Your stall keeps selling while you're away, and a board at the market gate lists every offer. More storefronts are planned on other planets.

A player-owned stall at Lantern Exchange, with a striped canopy, a lit sign and a for-lease panel on the counter
IN-GAMEFind a stall. Set your prices.

BOUNTY BOARDA board stands beside each Exchange board. It posts three dailies that change at dawn and two weeklies, the same for everyone on the planet: hunt, gather, deliver, fish, cook, build or reach a place. Take a contract, do the work, then turn it in at the board for a one-time payment. Some weeklies also pay a treasure map.

HEARTH & HALLMargot's furniture warehouse stands east of the general store. Walk its stairs and path through furnished rooms, from a living room and kitchen to a bedroom, home office and lounge, with every floor, wall and rug on show in the back hall. It sells 146 pieces in mid-century, modern and antique sets, plus 40 floor and wall finishes. Pick the wood, fabric or counter top as you place a piece, restyle it later, and sit, sleep, cook or light a lamp in what you buy. Clothes you buy at The Loose Seam go in your pack, and a wardrobe keeps them beside your suit loadouts.

FESTIVAL CALENDARThree festivals come round every year. The Seedwake Fair opens in spring, the Harvest Festival in autumn and Longest Night in midwinter. While one runs, the markets and hamlets are decorated and a festival board offers three deliveries. The last pays a suit paint and a camp decoration you keep. Seasonal furniture, from harvest wreaths to a Christmas tree, goes on sale at HEARTH & HALL in step.

The Lantern Exchange's north gate at dusk, with its neon sign, a lantern hologram over the avenue and a searchlight beam
IN-GAMELantern Exchange after dark

THE ARCHIVE QUARTERWest of the Exchange, Agathe's Archive holds the old books. A members' bar, the Last Word, hides behind one of its shelves, and the Loose Change arcade next door costs nothing to play. Down the coast, a pumping station sends crews out on seven expeditions.

THE ARCADE ANNEXLoose Change has grown by eight cabinets and two four-seat tables, with computer crews to fill empty seats. Four original games joined them: DUSTLINE, a road racer, LANTERN KEEP, a top-down adventure, GANTRY KID, a platformer, and DOCK BRAWL, a four-seat brawler table. Every cabinet has a how-to-play card.

The Loose Change annex at night: two rows of cabinets, a four-seat Broadside table and a Tread Lines table
IN-GAMELoose Change, the arcade

NEW FACESTex Santos plays guitar on the grass outside The Slow Fuse and takes requests, as long as they use four chords. Kittie paints the coast at an easel in the clothing store, and likes tea. Britty, Chris, CoCo and Christian have new looks too.

The Archive's reading hall: shelf bays down both walls, long reading tables with candles and a lectern by the door
IN-GAMEThe Archive's reading hall

TOWNSEvery region beyond Shorefall and Rimefall has a town of its own, with a market, a bar and a casino. In the Highlands it's Stackyard, built against a dead plant's cooling stacks, with The Bleed Valve bar and The Pressure Room casino.

Who are you
bringing?

Six specialties give you different ways to help an expedition. Choose one for its combat ability and field skill. The everyday work stays open to everyone, and no specialty locks you out of a weapon.

A Medic's shields over two explorers, with an Engineer's sentry beside them
IN-GAMEEngineer and Medic, shields up
  • Engineer

    CombatSet a sentry to cover you against nearby hostiles.

    FieldRepair a worn tool without heading back to the bench.

  • Medic

    CombatRaise a shield around yourself and nearby crewmates.

    FieldTreat an injured explorer where they stand.

  • Surveyor

    CombatMark an enemy's chest so the crew's hits do more damage.

    FieldPoint everyone toward nearby resources.

  • Salvager

    CombatSlow enemies with a tether and pull smaller ones closer.

    FieldBreak down crates for scrap, alloy and metal plates.

  • Pathfinder

    CombatDash up to five meters to reach a fight.

    FieldLeave a climbing line for the others to follow.

  • Xenobiologist

    CombatLay corrosive ground that hurts enemies through their armor.

    FieldStudy plants or fallen enemies for temporary damage resistance.

Two explorers with their helmets off on the beach by the Breakwater: one in a work shirt, one in town clothes
IN-GAMEThe rebuilt explorers

NEW EXPLORERS

New faces.
Your look.

Both explorers are rebuilt from scratch. They wear a fitted cooling undersuit under their gear, their faces are new, and their eyes blink and follow what they look at. Shoulders, elbows and knees bend more cleanly.

Every choice from before carries over: twelve hairstyles in eleven colours, eight skin tones, eye colours, four face shapes, six markings, and stubble or one of four beards. Choose them when you register and change them later with K.

Four appearance shops at Lantern Exchange cover hair, tattoos, face and make-up, and outfits. A mirror previews each choice on your explorer as you step through, and you can turn and zoom to look closer.

See the new explorers

The work
ahead.

Ten testers play in the hosted world on Shorefall and the Highlands. The team is now working to make the whole world run at 60 frames a second or better. After that come a test with 100 explorers and more regions online. No launch date is set.

NOW

Fighting the boss dungeons

UP NEXT

THE NEXT UPDATE

  • Playing each boss fight, from the Vault Keeper to the Storm Regent, and tuning it from how it plays
  • Fixes for what testers find in 0.4.76
  • Shipped in 0.4.76: a loot window, STASH NEARBY, a camp mailbox with letters, vehicle auto run and auto path, calmer boss sound, music that fades and real crowd talk
  • Shipped in 0.4.73: bandages and slow healing, ponds that water and pay out, a fish shop and home aquariums, one fire screen, field chests, ship respawns, sorted crates and rebuilt held items
  • Shipped in 0.4.75: a tech reset with free moves, a Farming branch, hardened alloy, boss warnings and effects, 160 recorded sounds and five music tracks
  • Shipped in 0.4.74: bosses five times bigger with new moves, stacked walls, ledges and a lift, a build menu like crafting, wedding bands and a kiss, shorter nights, more scrap and opt-in nearby voice
NEXT

Next up

PLANNED

DETAILS MAY CHANGE

  • A load test toward 100 explorers in one region, and fixes for what it finds
  • More regions online, starting with Rimefall
  • Playing and fixing the ship, road, solo-travel, building and arcade builds
LATER

Longer term

PLANNED
  • Hardcore servers and PvP regions with ship battles and clan claims
  • A third planet
  • Finished art for the places that are still blockout

The full roadmap Patch notes Development progress

Further
from home.

Scenes from running sessions of the development build, covering the coast and its reefs, the Archive and the arcade, vehicles, the wild and its titans, Rimefall, and the explorers themselves. Shots labeled In-game have the interface hidden, and shots labeled Gameplay show it. Open any shot for the full view.

IN DEVELOPMENT / PRIVATE TESTING

Coming when it's ready.

The Lost Galaxy is in development, with a small group helping us test it. Public access has no announced date. We'll post store and community links here when there's more to share.

STATUSIN DEVELOPMENT PUBLIC RELEASEDATE NOT SET

A few things to know

What will I actually do?

Build and furnish a home on Shorefall, then decide how to spend your days. Farming and fishing supply the kitchen. Trips inland bring back materials for equipment and construction, and the market sells furniture for your rooms. Ride the coast in a skiff or a ship, trade at the Lantern Exchange, and fight third-person, with directional attacks and guards.

Does it support solo play?

Yes. Solo expeditions save your camp and progress between sessions, and solo worlds cross passes and launch fields between regions with your pack, gear and rover coming along. Co-op lets you build and use a camp together. Everyone can farm, craft and fight regardless of specialty.

Can I play with a whole clan?

Clans are in the current test build: found one, invite up to 20 explorers and share a base. Each region runs on its own server, and testers already walk between Shorefall and the Highlands. PvP belongs to Rimefall and later frontier planets, and Rimefall is offline on the test server for now. The target is 100 explorers in each region. That capacity has not been proven yet.

Is there a public build?

Not yet. Access is limited to private playtests. We haven't set a public release date or opened a store page. Sign up for updates and we'll email you when that changes.

Where did the screenshots come from?

Every image comes from the development build, captured in running sessions with fully suited explorers. For photography we placed the explorers and camera, set the time of day and weather, held animals and enemies still, and built the camp and ripened its crops with development tools. Some scenes come from a solo session and others from a two-player one. "Gameplay" labels mark shots with the interface visible. No image has been painted over.