In this update6
Full notes
Full TerraForge update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone! :)
What changed
- Events
- Maps
- Gameplay
- UI and audio
- Fixes
- Performance
TerraForge changes
I’m beyond excited to finally announce that TerraForge 1.0 is coming on November 20th!
Sorry it took this long! I’ve been quietly developing, tweaking, and testing while juggling life and work. But now it’s time to show what I’ve been working on! Here’s a quick peek at what’s coming with the 1.0 update.
Dynamic Market Events
Quidland is now bustling with life! As days pass, new world events will affect market demand and supply. (things like oversupply, royal celebrations, or mining accidents) Each event shifts prices, creating new opportunities (or chaos) for clever traders. You can plan ahead, take advantage of trends, or ride out tough times. The market finally feels alive!
Persistent Licenses
I finally upgraded my save/load system. The new persistent license system lets you mine at your own pace. You can now leave a mine and return later. The terrain stays where you left it. These infinite-time maps can be found randomly in the mining license screen or you can also pay with money or influence to find you one. (You just set the time preference to infinite in the search)
I really enjoyed it while testing the game and I hope you will also enjoy it. It is a more relaxed way of mining. No more time pressure, yaay!
The Abyss — A Forgotten Realm
[c] “A forgotten realm, where echoes of creation still stir... [/c]
[c] and whispers linger longer than life itself.” [/c]
The Abyss is an entirely new region with consistent progress. A massive, mysterious zone you can explore anytime after you find the portal.
You’ll be able to reinforce the portal to protect yourself from Abyssal Corruption, and delve into three Abyssal regions. There are 2 new resources in the Abyss. Voidstone and Abyssal energy crystals. Each region hides a dungeon mini-game, where your main goal is to retrieve ancient artifacts to refine corrupted voidstone.
New Items & Blueprints
I added several new blueprints and of course the new Voidstone items.
To be able to craft from voidstone, you need to refine it first. It is the last part of the minimalist story for the game. Though you can, of course, keep playing further and enjoy it as long as you want. I just wanted to make the game round and have a quote "ending".
Tool System Rework
I’ve tweaked how tools consume energy:
Tools now have lower initial energy cost
The cost ramps up as you use them repeatedly (so if have several active tools of the same type). This makes tool switching smoother and encourages combo play.
I’m even considering set effects, like getting a bonus when mixing tool types (e.g. Miner + Delver → stronger Drill).
Still experimenting, but I’d love to hear what you think!
Other Fixes & Improvements
Lots of new sound effects and feedback polish
UI tweaks and smoother inputs
Fixed (and created 😅) a bunch of bugs
Minor visual and performance improvements
I’ve poured everything I could into making TerraForge feel more alive, deeper, and smoother to play. I really hope you’ll enjoy this update, and don’t worry, I’m not done yet. I still have plenty of ideas for future updates!
Thank you all for your patience, support, and kind words. :)
Source
Changelog.gg summarizes and formats this update. How we read updates.
