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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
The Minor Patch is Live! New Features: + Added smooth and pleasant auto-jumping for the character; + Added new blocks: BROKEN_WORKBENCH, BROKEN_FABRICATOR, BROKEN_ADVANCED_FABRICATOR, BROKEN_ELECTRIC_FURNACE, BROKEN_METALWORK_STATION, RUSTY_METAL_LADDER, RUSTY_IRON_BARS, RUSTY_IRON_DOOR, RUSTY_IRON_TRAPDOOR; + Added component drops from broken workbenches; + Added new workbench recipes: Glass panes of all colors;, Glass blocks from panes of all colors;, Colored glass blocks (smelted in furnace);, WOODEN_SHAFT from a large log;, Changed GLASS recipe;, Changed WOODPILE block recipe;, Changes: ~ Reduced memory usage on server and single-player mode - removed data duplicated on both worker and main threads; ~ Changed default value of video-memory for geometry: its 380 megabytes instead of 130, allows to bypass certain lag-spikes in the beginning of the game; ~ Character movement up and down stairs is now smoother; ~ Changed drop behavior for VOIDCUP breaks into a block by hand, drops grass when hit with a sword; ~ Changed texture and placement height of LILLY_PAD; ~ Only plants can now be placed in flower pots; ~ CLAY_VESSEL now drops broken parts when destroyed with a pickaxe/axe, whole block when broken by hand; ~ VOIDCUP added to mushroom/mixed skewer recipe; ~ Removed legacy tags: IRON_BLOCK, MUSHROOM_STEW, FLINT_AND_STEEL; ~ Removed impossible stone drop from IRON_TRAPDOOR; ~ Updated texture of ELECTRIC_FURNACE; ~ Improved shoreline generator near canyons(now smooth instead of steep walls); Bug Fixes: * Fixed lag spikes in graphics and sound: some operations are moved to worker thread: for example, rendering of fluids; * Fixed issue where upgrading DEFENSE_BEACON failed; * Fixed UI behavior for terminals and portal; * Fixed tooltip display in inventory, equipment windows, and containers; * Fixed number display on REPEATER block; * Fixed visual bug on leather backpacks; * Fixed issue where CAVE_LICHEN_CEILING would not attach to ceilings; * Fixed issue where CLINGCLAP_MUSHROOMS couldnt be placed on walls and didnt rotate randomly on the floor; * Fixed bug that prevented cake from being broken; * Fixed missing lighting on REDSTONE_LAMP with ULTRA graphics settings; * Fixed texture of RUSTY_SINGLE_TILE_METAL_PANELING_SLOPE; * Fixed inventory update errors when removing items; * Fixed materials on MESH_GATE; * Fixed player sliding on the CROSSBOW_TURRET block;
Tesera is an adventure voxel sandbox with an endless procedurally generated world and a wide variety of biomes. Absolutely everything around you can break down and use it for your creations, whether it's for creativity or defense against aggressive creatures.
The strange world of Tesera is filled with various buildings, bizarre creatures and secrets left behind by previous explorers.
You will take on the role of an explorer-pioneer of a new world. But very quickly it will turn out that you are not such a pioneer - just past attempts were not the most… successful.
Different dimensions intertwined in one place, joining together both familiar green meadows and forests and parts of other worlds with stone azure forests, flying islands or magma-eating plants.
The world is infinite in all directions, including up and down, but the further you burrow or climb, the more dangerous it becomes to survive.
Completely infinite world. Players can travel any distance - the generator will not allow you to find two identical terrains. Under the thickness of the earth or above the clouds hide more and more new worlds, the variety of which will increase as development progresses.
Total destructibility. Everything you can see around you can be broken, reassembled, rebuilt. Of course, if the locals and fauna will not mind. As you explore the world, players will encounter more and more diverse and interesting materials and items, but it will become much more difficult to obtain them.
Procedural world filling. You will encounter a lot of different sites from individual buildings and small settlements to secret laboratories or outposts. You never know what you'll stumble upon over the next hill - a camp of desert raiders, a settlement of sectarians worshipping blue pigs or an abandoned military base littered with mines and laser turrets.
At this point in the game, there are already more than 300 buildings made with extra attention to details, and this number is constantly growing.
Dynamic player development. You can play at your own pace - forget about the main quest and serenely watering your garden, occasionally fighting off stray robots. Or you can run headlong into the adventure, turning everyone around you against yourself. The game dynamically reacts to the player's actions and throws up new events.
Flexible system requirements. You don't need a powerful graphics card to start playing. At minimum settings the game can run on modern CPU with integrated graphics. We emphasize both for owners of weak PCs and powerful hardware - an abundance of effects, a large range of world drawing, complex real-time light and volumetric fog.
Play alone or with friends. You can play in your own world where no one will bother you. You can play together with your friends - it will be more fun to die. Or you can join one of the official worlds and start hindering helping other players.
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