Nature is brutal, but can you survive the Brutal Nature of man?
Brutal Nature is a multiplayer 3d survival PC game where everything in the game can be crafted and destroyed. Life in Brutal Nature is about survival in the wilderness on an island by gathering resources for crafting, building immense structures, hunting and being hunted by wild animals and players. For a list of currently supported features check out our information page.
The Landscape is a smooth voxel terrain that you can mine for resources, place to build free form structures, destroy with weapons and blow up with explosives! Build towers miles tall and mine far into the depths of the earth aided by a crafting system with over 900 recipes to make everything you need to survive and prosper. There is also cube voxels to build man made structures with.
Recipes in the game are all based on real world metallurgy and chemistry. Game play is tunable from highly realistic to arcade style fun by an easy to use modding system.
Inspired by Fallout, Terraria, Dwarf Fortress and Minecraft, We wish to bring you a game with complex depth and exciting combat in a modern age realistic world. We heavily support modding and have made the game exceptionally easy to mod. All vanilla content is essentially a mod that can be removed, edited or replaced. Mods are automatically downloaded when a client connects to a modded server.
Brutal Nature is free to play while in alpha but development is supported entirely by pre-orders, get your copy today for 50% off release price!
We have been Greenlit on Steam Greenlight! Thank you for your support!
Daily development blog:
650+ days without a missed day.
2015 August 31st
End of another great month!
This month, Brutal Nature is now on Patreon! Pledge your support today as every dollar helps! The voxel size was increased by 100% resulting in huge performance gains. A new chunk cache system was added to help greatly reduce bandwidth servers need. Improved movement code to make walking up stairs easier and removed a movement bug that could result in very high jumps. Also a new translation system was added so that saves can be loaded after mods have changed, this should also allow saves to be loaded in future versions of Brutal Nature.
Today, I optimised game loading time as it was taking a little too long after the new chunk cache system was added.
2015 August 30th
Reduced Wood Planks and Stone Brick terrain materials to mining level 2
Fixed C and Shift+C to work for cubes.
2015 August 29th
Lost power today due to windstorm so I am running on generator. Amazingly internet still working.
Finished up the chunk cache system.
2015 August 28th
Yep still working on the chunk cache system.
So some of you are likely asking, what is a chunk cache? Well, Every chunk you download will now be compressed and saved on the client side. This is so when you reconnect to the same server you won't need to redownload the map.
The trick to making such a system work is having the server know exactly what the client has cached so it does not need to resend chunks it has already sent, but will still resend chunks that have changed.
The end result is servers will need a lot less bandwidth to handle users.
2015 August 27th
More work on the chunk cache system.
2015 August 26th
Chunk cache system roughed in. Still working on it however.
2015 August 25th
More work on the chunk cache system.
2015 August 24th
Still working on the new chunk cache system.
2015 August 23rd
Started work on a new chunk cache system to reduce network bandwidth usage.
2015 August 22nd
Fixed underground NPC spawning to work with the new voxel world.
2015 August 21st
Fixed bugs relating to mining with the new voxel world.
2015 August 20th
Added 'take all' button to amount dialog menus.
Increased Material recovered per voxel by 100%
Increased Endurance to mine voxels by 100%
2015 August 19th
Fixed buttons being 16 pixels too wide on the right side.
Added distance limit to cube editing mode.
Changed Money to be an item, so it can be dropped, put into chests and traded between players.
2015 August 18th
Fixed cubes not casting shadows.
Fixed lighting to work again after voxel rescale.
Increased amount of dirt and sand to make mud bricks.
Handles now are easier to cast in bulk and require 20% as much heat to cast and forge.
Sperrylite and Chalcopyrite moved to forest biome. Pyrite moved to beach biome.
Increased frequency of Hematite deposites.
2015 August 17th
Improved the descriptions for some items.
Fixed bug where some terrain vertices where not being used for collision.
Crafting recipes you can make any of now show up as orange.
Fixed ammo translation problem on save/load.
2015 August 16th
NPC's now work properly with the larger terrain voxels.
2015 August 15th
Getting the NPC's to work with the new larger world.
2015 August 14th
More work making the terrain voxels bigger.
2015 August 13th
Started work on increasing the terrain voxel size. This should improve performance and allow longer viewing ranges and larger worlds.
2015 August 12th
Added GetConfigInt/Bool/Float to gScript so scripts can now read the server.cfg file.
2015 August 11th
Finished up the translation system. You now should be able to install/remove mods, items, etc without corrupting saves.