Terra Randoma cover
Terra Randoma screenshot
Genre: Role-playing (RPG), Indie

Terra Randoma

2024 Development Roundup

Hi everyone,
December 17, 2024 marked the fourth anniversary of Terra Randoma’s release in Early Access on Steam, so it’s time for another one of our yearly roundups!

2024 has been a very important year for us, as the game finally graduated from Early Access in May. We continued working on updates before and after full release, totaling 41 updates during the last four years we have been on Steam; 13 of them released in 2024, four of which are major updates:

January 2024 brought the “Forbidden Knowledge” update which introduced Lore as a resource. Lore can be gained by reading books, inspecting statues, listening to bards and historians.



We also added Lore Mastery Skill which improves lore collecting abilities of the hero. Lore can be spent for purchasing maps of treasure islands and dungeons as well as skill points.



Right before entering full release, we featured equipment durability and upgrades. “Entropy” update came with a new skill called Arms Mastery that governs repairing and salvaging equipment. Another important addition was the blacksmiths in towns with at least 2 stars prosperity level. This update also changed how prosperity affects towns. Prosperous towns have more shops and facilities, which incentivizes the hero to be mindful about logistics.



In July, we release a major update that many players have long requested: “Base Building”. You can now build 1 to 3 bases around the island. They can be upgraded. Each level provides different facilities for the hero’s benefit, like storage, garden, armory, kitchen and alchemy lab. Facilities also level up with the base, providing more items and storage space.



In August, we featured Steam Achievements. Not a major update but one of the most cherished ones to date (probably should have done sooner!) We continued adding more achievements which currently amount to 55 in total (more to come)



We added new talent stones like “Call of the Wild” which enables the hero to turn into a wolf or “Time Stop” which stops time for the enemies for a few turns but causes time fragmentation fatigue to the user. Also added were new over world incidents like “Black Monolith” which the hero can collect lore from or “Ethereal Tree” which causes a rare major effect to the hero.



The last update of 2024 was the one we released last week: Seasons. There are now four seasons in Terra Randoma which affect gameplay in a deep and immersive way. The game now requires more strategic planning than ever before.



Development on Terra Randoma will continue in 2025, and we thank everyone who has been with us so far.

May the tides bring you triumph!


Version 1.2.02 Seasons

Hi Everyone,
We are ready with a new update: Seasons. This is a major one with lots of small and big changes. It affects gameplay drastically in an immersive way. The seasoned lands of Terra Randoma will require more strategic planning than ever before.

See the details below. May the tides bring you triumph!

Version 1.2.02
ADDITIONS

  • Four seasons added. Seasons change every 20 days and they have effect on encounters, hunting, foraging, fishing and prices. Also added some new textures to distinguish the different seasons.
  • You can now select in which season to start the game. The default is Spring.
  • Date and hour indicator now shows the season and the year. When rolled over it shows details about how current season affects the game and how many days are left before the next season.
  • A new monster, Ice Giant, added.
  • A new monster, Ice Salamander, added.



CHANGES

  • Changed most encounters according to seasons. For example, wolves only come up in winters, centipedes come up in summers etc.
  • Spring: Spring is nice and easy. Food, fish and ingredients are plenty. It is only moderately rainy.
  • Summer: Weather is dry. Hunting and foraging are moderate. Fishing is easy. Fire based spells are more effective.
  • Autumn: Autumn is similiar to spring but more rainy and foraging is harder. Lightning based spells are more effective due to heavy rain.
  • Winter: Hunting and fishing is harder. Foraging food and ingredients is not possible. Food is more expensive. There is more chance that there might be famine in the cities. It is mostly snowy so travelling is slower. Ice based spells are more effective. Camping doesn't recover health 100% when it's snowing.

Development News: Autumn in a Curious Land

Hi everyone,
The development of Seasons Update is coming up nicely. I have almost done all the new season textures and gameplay effects.

I added a new monster, Ice Giant, for the winter encounters. They are immune to ice but weak to poison. There will be two types of this monster, one will be a warrior and the other will be a shaman.



I wanted all seasons to have different textures for both overworld map and battlemaps. Battlemap for autumn is covered with yellow leaves. Deciding how winter will look was easy, I made everywhere covered with snow. Spring and summer were a bit tricky since they were kind of similar. So I decided that spring would be the same as the current version of the game and summer would be slightly yellowish green due to lack of rain and hot weather.



I made lots of changes how certain things work in every season. I made fishing easier in autumn and spring. Food is expensive in winter. There is also no foraging ingredients in winter. Hero won't catch the Wanderer's Flu during summer and spring. And so on and so forth.

I also needed to make some arrangements with overworld incidents. Not every incident was suitable for every season. For example hero will not find spider cocoons or mushroom fields in winter. Rabbits, deers and beehives are also non existant in winters and autumns.



I am planning to add another monster and play test some more before releasing. I believe It is near to completion. But I am sure there will be further small updates after the release to iron things out.

That’s all for now and thanks for reading. May the tides bring you triumph!


Those Long Winter Nights

Hi everyone,
A few weeks ago, in a momentary lapse of reason, I decided to add seasons to the game. The plan is that the game will have all four seasons from spring to winter and these seasons will have effects on survival elements, wilderness enemies and even fishing.

Wilderness encounters with monsters will be adjusted according to the season we are in. Snakes will not come up in winters, wolves will be more active etc. There will be new winter monsters and some winter versions of existing monsters.

There will be no rain during summer. Autumn will be rainy and there will be snow in winter. During winter, the rivers on the battlemaps will be frozen and I am thinking of some terrain mechanic regarding ice tiles.

Ice spells will be more effective in winter and fire spells will be more effective in summer. There could be a new kind of flu to catch in winter.



It will be harder to find herbs in winter. Surprise attack will be more effective in winter as enemies will be less likely to detect movement in snowy weather. Winter nights will be longer too.

As for the longevity of the seasons, I haven’t decided yet but I will try 20 days for each season and see if it is fun to play and make adjustments there to find the sweet spot.

A fun fact is, if a season lasts 20 days than one year will be 80 days and that means planet terra randoma is on a really small orbit.

That’s all for now and thanks for reading. May the tides bring you triumph!

Version 1.1.41 Ethereal Golem

Hi everyone,
Here is an update with some content and fixes. I added two new overworld incidents to enrich the wilderness travelling experience. I added new battlemaps for the black monolith quest. There are some balance changes too, usually in favor of the hero.

See the details below. May the tides bring you triumph!

Version 1.1.41
ADDITIONS

  • A new monster, Ethereal Golem added. It shows up in the collapsed golem incident.
  • A new incident, Gigantic Sea Shell added. Hero can enter inside and fight for valuable loot.
  • A new incident, Ethereal Tree added. Hero can obtain a rare major effect from it.
  • A new major effect “Undaunted” added. It can only be obtained from an ethereal tree and gives +4 to all attributes for several days. It stacks with other major effects that give attribute bonuses.
  • Five new battlemaps added for the black monolith quest.




CHANGES

  • A bronze chest and a pool added to the black monolith battlemaps.
  • Slightly increased lore gained from black monolith.
  • Increased the price of the unique amulet called "Love of Righteous Causes".
  • Increased the prices of pearls.
  • Inflicting grim plague epidemic to a town now decreases hero reputation in that town. Reputation loss happens in an increasing mode. The first time the hero inflicts an epidemic, he loses 1 reputation. Every time he inflicts epidemic, reputation loss increases by 1 capped at 5.


FIXES

  • On a rare occasion, an info box was not disappearing even the object is destroyed.
  • Sometimes repair hammer was not disappearing from the inventory even when we use it.
  • Pressing escape button in certain screen with inventory with an item in hand was making the item disappear. Now we can not press escape button while we have an item in our hand.
  • Salvaging wood from some items was not salvaging properly due to a typo.
  • Some button click sounds of the alchemist tower menu were missing.

Version 1.1.39

Hi Everyone,
Here is a small followup update.

  • Aquathrian Warlord now has %30 poison instead of 25%.
  • The unique amulet "Love of Righteous Causes" now reduces stamina cost of talent stones 20% instead of 10%.
  • Slightly increased the delusion chance of touching the Black Monolith.

Version 1.1.38 Black Monolith

Hi everyone,
Here is a regular update with a bit of everything :) There are some balance changes, usability improvements and some content.

Library quests were in need of variety so I added one more quest which is fun and lucrative. Hero needs to investigate a black monolith. Hero can earn lore and random wisdom. Ancient Library treasure vault also gives better rewards now.

I empowered the arms mastery skill perks to make it more appealing and useful.

There are some quality of life improvements while upgrading armors and weapons. Also new achievements are added as usual. Hope you like it. May the tides bring you triumph!

Here are the details:

Version 1.1.38
ADDITIONS

  • A new quest added to the quest pool of Ancient Library quests. Hero needs to investigate a black monolith.
  • When upgrading equipment, missing materials are highlighted with a red frame.
  • On the upgrading equipment screen, if we roll over the the materials, a tool tip comes up telling where we can find these materials.
  • 5 new achievements added.


CHANGES

  • Changed the Ancient Library treasure vault rewards. Now they give an amulet which reduces talent stone stamina costs. They also give more skill potions. (A new game is needed to see this change)
  • If a material is needed in upgrading equipment or building base, it is now written in its card.
  • Reduced the effect of load on food consumption.
  • Changed some of the arms mastery perks as follows;
  • Competent: Salvaging items gives 10% of the total price in gold, instead of 5%.
  • Qualified: Your equipment have +20% more durability.
  • Specialist: Salvaging items gives 20% of the total price in gold, instead of 10%.
  • Master: You always get the maximum number of materials when salvaging.

FIXES

  • Spider nests at the cocoon battlemap were not making sound when spawning spiders.

Version 1.1.34 Amulet of the Shapeshifter

Hi everyone,
Here is an update with some changes and additions. Mainly, I empowered the cooking skill. It was somewhat underwhelming to invest in cooking since the cooked food could be bought from the prosperous towns. Our base is producing cooked food too.

Now, cooking skill perks are significantly more powerful and high level cooked foods are more expensive. There is even a recipe that is not sold anywhere but can only be obtained by leveling cooking skill up to 20.

There is also a powerful new amulet enhancing shapeshifters. This can be obtained by completing Artisan's Guild quests and gain access to their treasure vault.

New achievements added too, bringing the achievement count to 50. Hope you like it. May the tides bring you triumph!

See the details below.

ADDITIONS

  • Amulet of the Shapeshifter added. By using this amulet hero can shapeshift longer and it lessens the probability of catching the Scent of the Beast curse.
  • 16 new achievements added.

CHANGES

  • Changed some of the cooking perks as following;
  • Competent: Positive effect of the food lasts +1 day
  • Qualified: Excellent foods have double health and double stamina
  • Specialist: Excellent foods cure all diseases and insanities
  • Master: Excellent foods give an extra random positive effect
  • Increased the prepared food prices to make cooking skill more valuable.
  • Eel Soup now gives +4 to all attributes instead of +2.
  • Hero can obtain Eel Soup only by cooking. It is a cooking level 20 recipe. Taverns and base kitchens do not provide it.
  • Grilled Snake Meat now has +2 to all attributes instead of +1.
  • Lotus potion now removes curses too.
  • Shapeshifting into snake now gives speed bonus as well.




FIXES

  • Corrected butter's recipes. It displays that it is used in Grilled Venison Steak, even we didn't unlock it yet.
  • Lotus potion was not curing teleportation sickness, tapeworm and time fragmentation fatigue.

version 1.1.34

Hi everyone,
Here is a small update with some fixes.

CHANGES

  • Slightly increased the late level enemy's attack power. They were becoming very easy if we upgrade lots of armors.

FIXES

  • Champions' attacks were not calculating correctly weakening their attack.
  • Toxic Arrow now correctly poisons enemies with poison immunity if our alchemy level is 20.
  • Circle of Poison now correctly poisons enemies with poison immunity if our alchemy level is 20.
  • Spiders with toxic explosion no longer harm spiders with poison immunity while our alchemy skill is level 20.
  • Frost Arrow now provides a notification when readied.
  • Reading books was not passing time for potion effects.

Version 1.1.32 Snake Whisperer

Hi everyone,
Here is a small update with a new talent stone, some achievements and some fixes. The new talent stone is named “Snake’s Call”. It gives the power to shapeshift into a snake. Hero gains melee attack and poison attack bonus in this form. Also, other snakes and snakemen won’t attack while hero is a snake.

As usual, hero can upgrade this talent stone and make it really powerful.

Hero can buy this talent stone from the Adventurer’s Guild or he may find it randomly while adventuring.

Hope you enjoy! May the tides bring you triumph!

Version 1.1.32
ADDITIONS

  • Snake’s Call talent stone added.
  • 6 new achievements added.



FIXES

  • Although we make our alchemy skill 20, AOE poison spells were not harming monsters with poison immunity.
  • Fixed a bug about shapeshift to wolf talent stone. It wasn't giving the bleeding power.
  • At level 10 of wilderness survival skill, the overworld animation was not slowing down when hero is in the forest.
  • Excellent octopus soup icon was blank.
  • Excellent versions of eel soup and fish stew were giving wrong major effects.
  • Salvaging sapphire from some items was not working due to a typo.
  • Corrected arrow sound mute problem. When we mute sound effects, arrow sound was not muted.