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New alpha is right around a corner

Hello, space cowboys!

The world of K’Tharsis has been through many changes since the last alpha version, and today we’d like to share with you footage of a new location. To achieve the best results, our team has decided to stop relying on bought asset packs. We’ve already told you about making of cliffs and rocks, and now we also have palm trees and other cool models. While this kind of approach does take more time, it allows us to produce more unique and satisfying content for you.

Unfortunately it also means that our Steam Early Access release date was postponed, but don’t worry: in about a month we will release a completely new closed alpha version for our backers.

And if you’re interested in joining the discussion and to check out our new alpha version, you can still do this at our website.

While the progress is hard to overlook, there is still much to be done in regards of level development. The main hero now has new animations and looks more natural.

However, right now our main priority lies with quests, so that the player will have something to do in the new version.

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. 

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