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The Weekly Patch is Live! (alpha 0.0.6203)
New Features:
+ Icebergs now have ice slabs at water level, destroying them no longer removes the water;
+ Added recipes for colored beds;
Changes:
~ You can now close the inventory by pressing TAB again;
~ Windows that are opened by pressing the "E" action key now can be closed with the same key (this key is remappable);
~ Items dropped by other players can be picked up with an opened inventory window. Items that are dropped by you can be picked up only after a short delay, after closing inventory window;
~ Mobs now break ENERGY_CRYSTALS just like players do if they step on them;
~ A sound is now played and destruction particles appear when ENERGY_CRYSTALS are destroyed if stepped on (by both player and mobs);
~ Mobs now take damage from dangerous blocks such as BARBED_WIRE or ENERGY_CRYSTALS;
~ Hollow and Endoskeleton now forcibly burrow when energy reaches zero;
~ Hollow and Endoskeleton no longer run in place when hit during sleep without valid target (creative mode, not visible player, turret...);
~ Being hit during sleep restores some energy for Hollow/Endoskeleton to prevent immediate re-burrowing;
~ Insufficient fuel in the furnace is indicated by blinking fuel icon;
~ The browser bar of the web version displays a link to the current world so you can share it more easily;
~ Mine will not activate if it does not see a player or a mob;
~ When a fabricator with opened window is destroyed - window is closed too;
~ Cloud render distance reduced to 2500 blocks to make it easier to distinguish between distant and nearby clouds;
~ Fuel icon now returns to empty fuel slots for clarity;
~ Removed legacy shulker from flying island tower (replaced with a poor soul's camp);
~ Disabled lava immersion effect when entering deactivated teleporters;
Bug Fixes:
* Fixed landmines half-sphere trigger;
* Fixed the radius of detection of players and mobs by the landmine;
* Fixed stabilizer appearing in regular inventory slots, instead of special slot;
* Fixed AABB collision box size for BLUE_ENERGY_CRYSTAL_FORMATION;
* Fixed z-fighting on JERSEY_BARRIER and WOODEN_TRAINING_SWORD;
* Fixed a bug that caused weapons to lose durability when swinging in the air, even if nothing was hit;
* Fixed mobile device detection: PC with pens or sensor input were considered mobile devices, keyboard and mouse inputs were messed up;
* Fixed coordinates desync when dismounting from a mob;
* Fixed raft rotation animation;
* Fixed world generator instability, removed extra dirt blocks in caves;
* Fixed incorrect player state caused by being teleported while dead;
* Fixed: when ingredients were missing, the displayed production time didnt account for fabricator speed;
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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