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K’Tharsis: dangerous animals and thrash metal

Hello friends!

This year we’re gonna try our best to keep you up to date and release updates more frequently.

Let’s continue introducing more of Exoplanet’s team. Even in an offworld saloon there should be a musical accompaniment, and while last time we were talking about the sound effects, today we’re gonna tell you about the soundtrack. Here are some words from our composer:


My name is Matt (Bison) Steed and I am a Composer/Musician/Vocalist. I have spent many* years (*most of my life) in bands, and creating/producing music for a wide range of people and companies. My main aim for Exoplanet: First contact is to create something modern/futuristic with a classic feel, Firefly meets Ennio Morricone meets Blade Runner. Being a HUGE fan of anything sci fi and Ennio Morricone this is going to be a lot of fun for me.


Sadako Yamamura would be proud 

Sound design update

We’re often being asked about our team members, and gradually we share more about those who develop Exoplanet: First Contact. In one of our previous updates you could find out about our lead programmer and about his decision to develop a game using his own engine. Today, in the first part of our update our soundman Mark is going to tell you about new sound recording devices that will allow us to extend the possibilities of our sound design. If you’re into tech and videos with unpacking you’ll definitely enjoy this one! And of course, a big thank you to our backers: without you our upgrades wouldn’t be possible.

Modular armor experiments

We’d like to showcase some of the renders of modular armor. Currently this system is in active development, so that in the future we would be able to combine various animated large objects (in other words, flexible) such as pants and body armor as well as decorating them with rigid objects and accessories like hats, sunglasses, helms, bracers, backpacks and body armor gadgets.


Modular light and medium bounty hunter armor. Parts can be combined with other sets. 

The most popular six-shooter in Exoplanet

One of the priority tasks for our artists lately is weapon and armor redesign. We aren’t satisfied with current models, which aren’t always optimized for 3rd person view in respect of geometry and detail emphasis. A lot of things that look good from first person aren’t even noticeable from 3rd person view, which means that armor and weapons need to be reworked, some of the details made larger and more noticeable, though without overdoing it to the point of a cartoonish look of course.


Attacked by humans, cyborgs, aborigines and other aliens? The Equalizer can always even the odds. 

K’Tharsis’ rocks!

Howdy, dear Exoplanet backers and RPG fans. This update came up to be a bit long and a little late, since we wanted to reach a certain important milestone and show you the results of our hardworking art director and lead 3d artist, who were working on such important environment details like rocks and cliffs. 80% of K’Tharsis’ surface is a rocky desert, and we wanted to build the first levels of our game in this particular biome, to set the player up for a western style at first, before throwing him into exotic alien landscapes. The results of our work are described in detail below, followed by first demonstration of the modular armor system and general ideas for weapon redesign. We’re hoping that both players who know a thing or two about the process of game development and those who are more knowledgeable in this regard would find that kind of information interesting. Have a nice read!

K’Tharsis’ rocks: on our method of landscape design and decoration.

In our previous updates we’ve already talked about the process of creating a level and also showcased our heightmap editor that supports terrain patches with holes in them, which allows us to create a more complex geometry such as caves, overhangs and other types of advanced land patches for player to walk on. However, the current generation of gamers wouldn’t be satisfied by a simple heightmapped terrain painted by a couple of different textures as it was done in years before 2006, since generic hills and valleys wouldn’t look convincing even with the help of advanced terrain projection algorithms. Surely, we at Alersteam wouldn’t want to create such simplistic pathetic excuses of levels. Our goal is to create locations that are fun to explore, that have a vertical aspect to them as opposed to plain old and boring runway strip level design, that literally screams “You’ve reached the end of the world” at you, when you hit its invisible borders. All Exoplanet’s locations will have natural boundaries that don’t make the player feel as if he isn’t allowed to go somewhere because of, ahem, reasons.


WIP: part of our location built with modular rocks and walls 

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