Hotfix Patch
We are pushing out a small patch to resolve a few issues.New Version
The new version is 0.16.15.47834Changes
- Additional Game Stability Improvements
- Removed the Twitch Drops Mention in the Carousel

Steam news
Full Steam announcements and update articles for this title.
Hey there Voyagers! Stephiroth here, and it's the best time of the week - Dev Blog time!
Let's talk about what's been going on in the world of Nera and what's coming up next.
Our latest major update, Explore the Deep, was released just a few weeks ago now. This update includes a huge overhaul to underwater content and mechanics, new underwater tools, resources to gather and enemies to fight, as well as a lot of new content to discover on land too!
If you've been playing the new update and haven't had a chance to leave us a Steam Review yet, we would deeply appreciate it! They're a huge help in spreading the word to new players and we LOVE player feedback. We read every single review and so many of the updates to Voyagers come directly from your feedback and reports!
The game is still on sale until July 23 for 34% off!
Our Twitch Campaign will still be live until Wednesday, July 22nd at 4:30pm PDT. Make sure to tune in to anyone streaming the Voyagers of Nera category to earn rewards!
We have a few big announcements that we wanted to make sure you didn't miss!
If you missed the news a few weeks ago, we announced that we are partnering with Fireshine Games to publish Voyagers of Nera!
If you're not familiar with Fireshine, they're a fantastic team based in the UK with a portfolio full of survival crafting games we genuinely love. They publish titles like Core Keeper, Dawn of Defiance, and Len's Island, among a whole bunch of others. They know and love survival crafting games and we can’t wait to work together!
Partnering with Fireshine means a lot for us as a small team - they have already been immensely helpful with getting the Explore the Deep update out the door. And the future is bright! Their help allows us to do things that players have wanted since our launch but that were too difficult as a small team, like bringing the game to XBox and Playstation!
We are so excited for this partnership, and for all of the amazing things we can deliver to our future Voyagers. 🤩
For more detailed info, reference our previously posted blog.
We're excited to say our plush campaign succeeded! Thank you to all who pledged and helped get the word out - we're so excited to bring these lil cuties home!
It's now entering the prototype phase, where Makeship will begin creating an example version of the Plush. Once approved, it will go into full production and it should be available within the next few months.
If you missed your chance to pledge, don't worry! After the plush is made, there will be a few-week period where you can purchase it directly.
We want to share a little bit more about what is coming up in the next few weeks, as well as a refreshed roadmap for the rest of this year!
We have been keeping an eye on all of the feedback and bug reports coming in from the latest patch. We have already shipped a few patches to fix issues, but we have at least one more upcoming that'll resolve the following issues and address some feedback:
Shrinking the radius of the Undiscovered Artifact indicator to make it easier to locate the Ruins
Fixing issue where Twitch Diver's Knife errantly listed incorrect damage
Fixing issue where clients would not properly receive credit for restoring the Broken Monolith, nor get its Lore Entry
We'll continue to keep an eye on the feedback for this patch and incorporate changes for future updates - so keep the feedback coming!
We are working hard towards our 1.0, and we're excited to share this updated roadmap which includes a new patch coming in December!
We're very excited to add several new features players have been asking for, like a Free-Fly camera for building, Arachnophobia mode, console launch, and more!
This roadmap only lists the biggest features - there are a ton of surprises coming through the year as well, and we can't wait to hear what you think!
We'll also start sharing some more info about these features in upcoming dev blogs.
If you've made it this far, thank you for your support! None of this would be possible without our passionate and dedicated community, whether you're a new player or you've been with us since our early alpha days!
Sincerely,
TH Stephiroth and the TH Dev Team
Hi Voyagers!
Our Makeship campaign is 81% complete - we only need 33 more pre-orders to make our spirit plushie a reality. BUT there are only 13 hours left before the campaign ends.
https://www.makeship.com/petitions/spirit-plush
Makeship Campaigns only succeed if we get enough pre-orders by July 5th, 9:00am PT. If you want a spirit plush in your life, submit your $2 pledge and tell your friends ASAP!
Thanks everyone!
Hey there Voyagers, Stephiroth here.
We wanted to let you know that there are only 2 days left to pre-order your own Spirit Plush through our Makeship campaign!
Makeship Campaigns only succeed if we get enough pre-orders for them to produce the plushies. So if you are excited to bring a little Spirit home with you, make sure to pre-order ASAP!
The pre-order petition closes on July 5th, 9:00am PT. Check it out now, and tell your friends!
Thanks for all your support. We hope that everyone’s enjoying the Explore the Deep update!
Hey there, Voyagers! Stephiroth here for the second time this morning :)
Big day today! Our Explore the Deep patch and sale just went live, and it's packed with stuff we can't wait for you to dig into. For the full patch notes and all the details, click here.
But that's not the reason we're posting again today. We've got a rare and very exciting announcement to share with all of you…
This one's been a long time coming and we are SO thrilled to finally talk about it. 🥳 If you're not familiar with Fireshine, they're a fantastic team based in the UK with a portfolio full of survival crafting games we genuinely love. They publish titles like Core Keeper, Dawn of Defiance, and Len's Island, among a whole bunch of others. They know and love survival crafting games and we can’t wait to work together! Teaming up with them means we can do more things and reach more future Voyagers! They'll be helping us spread the word to new players, get out to events we couldn't reach on our own, and make a splash with our 1.0 launch.
Getting the game to consoles has been a dream of ours, and it’s something players have been asking for since we announced the game way back in 2024. As a small dev team, launching on consoles can be super hard and expensive, but with Fireshine’s help we can finally make it happen.
We are SO EXCITED to work with Fireshine’s passionate, experienced crew and to get the opportunity to keep making Voyagers of Nera better and better. And we are so GRATEFUL to all of our players - we would never have gotten to this point without your support and we can't wait to share the next chapter of this journey with you. 💙
Does this change the roadmap? Yes, we're going to be pushing 1.0 back to early 2027 so we can add more to the game, make performance and controller improvements, and time it all with the console versions. We want the 1.0 to launch on all platforms together to give it the moment it deserves. We'll have more to share on this soon.
What about Switch 2? We think Voyagers would be a great fit with Switch players, but porting to Switch comes with unique technical challenges. We're starting the investigation for this right now, but don’t know how complicated it will be yet, so we're prioritizing the other platforms first.
What about Chinese localization? We have a lot of Chinese players that have shared their excitement for Voyagers, and they’ve been waiting too long already for Simplified Chinese. Securing the right publishing partner for translations and marketing has been a huge challenge. Fortunately, this is one of the areas where Fireshine's involvement will make a huge difference! They have a ton of experience launching games with partners in China, and working together means we will gain access to their relationships. We will share an update as soon as we have a timeline.
Thank you, as always, for the incredible support — none of this happens without you. And don't forget, the Explore the Deep patch is live right now, so dive in and let us know what you think! We'll see you in Nera!
- TH Stephiroth
Voyagers! We are so excited to release our latest major patch: Explore the Deep!
If you haven't left us a Steam Review yet, we would deeply appreciate it! They're a huge help in spreading the word to new players and we LOVE player feedback. We read every single review and so many of the updates to Voyagers come directly from your feedback and reports (including loads of stuff in this update).
The ocean is one of the most unique parts of Voyagers, and we've wanted to add more to the underwater spaces for so long! It was a TON of work, but it's finally here and we cannot wait for players to swim to new depths, explore sunken ruins, and encounter new ocean enemies.
To celebrate, Voyagers of Nera is going to be on sale from June 25th until July 9th, so hop in and tell your friends!
Alongside the patch, we also have a ton of exciting events happening during this time!
This update has a special place in our hearts :D We are so excited to announce that we have a pre-order campaign available through Makeship! We know players have wanted plushies of their little pals for so long - hopefully we can finally make that happen!
If you don't know, Makeship Campaigns are based off of successful pre-order fulfillment. So if you are excited to bring a little Spirit home with you, make sure to pre-order ASAP!
The pre-order petition closes on July 5th, 9:00am PT
During this sale, Twitch drops are live along with a brand new reward that goes with this update - a Twitch Diver's Knife! Watch any Voyagers of Nera streamer to unlock the Knife and all the previous rewards: Twitch Mana Flare, Infused Skimmer, Infused Sail, Infused Watering Can! Or subscribe / give a gift sub to earn the Infused Glider
On top of all of this, we are very happy to share that we are partnering with the Whale and Dolphin Conservation group to offer a Charity Bundle.
The Whale and Dolphin Conservation group (WDC) works tirelessly to help rescue and rehabilitate injured sea animals, retrieve ghost fishing gear that endangers sea animals, advocate to end cruel farming practices all while educating people every day about how they can contribute to and protect our planet.
This DLC is cosmetic and non-gameplay impacting, and 100% of proceeds go to the Whale and Dolphin Conservation. Thank you for supporting their work and helping protect the oceans that inspired Nera!
And last but not least, we have two contests going on right now in our Discord! Enter during the patch window for a chance to win prizes like special Discord roles, exclusive emojis to use in our Discord, and even game or Founder's Pack keys!
This contest is for video content creators! Run, surf, sail, and glide through a specially crafted race course designed by our amazing community member Rias_Grimm and enter for a chance to win. Run the race on stream live, and send us the VOD to enter. The top 5 best times will win prizes! See more details here and enter our Discord to participate!
Entrants must have the 'Island Creator' role in Discord (which is free to claim for any content creator who joins our server)
We are looking for a screenshot of a particularly sneaky creature — take a screenshot of what Nera creature you think this is! If you have the correct creature, your name will be submitted into a raffle! You won't know if you have the correct one until the end of the contest. The answer will be revealed and then the winner will be chosen from the raffle! Three winners will receive prizes! Join our Discord and look under the Community Events Hub to participate.
Now, let's go to the patch notes!
Players come to Nera to explore a magical ocean world full of dangers, mysteries and surprises around every corner. The ocean has been a huge draw for players, and you've been asking for more content to discover underneath the water.
In this major update, we have totally re-imagined the underwater space. The world is now filled with ancient, sunken ruins - remnants of Echoes who tried to save Nera before you - waiting to be discovered. There are lost sanctuaries built by Spirits that house mysteries and surprises. And there are new underwater enemies, tools, resources and new diving mechanics to truly make exploring the deep feel like a fresh adventure.
Even though our main focus was the underwater update, we didn't forget about what's above sea level!
We've also significantly expanded what you can discover in the world, including new discoverable recipes, hideouts from previous Echoes, new lore, an overhaul to our gear power up system and more!
Keep reading below to get an in-depth view of all of the major features and content in this patch.
Nera was once a region teeming with life and magic. Spirits and magical beings inhabited the world, living peacefully in Sanctuaries and villages across all of Nera - but the Deep gained power, raised the Spires and corruption flooded the world… engulfing much of Nera in a rising ocean.
Remnants of this lost civilization are all around. You'll need to dive to explore through these Sunken Ruins, and learn more about what Nera once was. There will be various types of Sunken Ruins throughout the world. Some may merely be a sunken archway or crumbled pillar, while others may be small villages or crumbled sanctuaries that you can dive and swim through, explore and collect loot.
Small ruins are remnants of the world before, scattered throughout each of the biomes. They have basic resources around them, and become more dense when near some of the larger Ruins cluster.
These Village Ruins can sometimes have just one lone house washed away by time, or several buildings where a group of previous Echoes once lived. They will often have loot and special resources.
The largest Sunken Ruins will house a special resource: a Precursor item. These items are now required to upgrade the Spirit Anchor. Large Ruins will also offer unique challenges that will test your mettle. The Bubble Plants will only get you so far if you're foolish enough to dive deep without preparing...
Some of the large Ruins can be tricky to find - look out for these statues around the biomes! They will guide you to the nearest large Ruin.
We will be deepening our water mechanics by adding a Depth limit. Depths will be defined around the biomes - each biome will have some shallow areas, some mid-depth areas and some very deep areas.
At the beginning of the game, you may be able to just dip your toe into the deeper waters if you prepare with oxygen potions; but as you progress and gain new gear - like the Diver's Reed - you’ll unlock the ability to dive further and explore the deepest corners of Nera.
Alongside this, we have done some overall gameplay tuning to the start oxygen value, how quickly oxygen drains, and how drowning works so that they feel appropriately balanced for these new features.
The Diver's Reed is a new type of equipment that will increase your diving limit.
Default Diving Limit
30m Max Depth Limit
Diver's Reed
+20m Max Depth Limit
Deepwater Diver's Reed: +50m
Abyssal Diver's Reed: +70m
There will also be Vestiges (see later patch notes) that can imbue these to further increase their Depth Limit.
If you swim past the depth limit, you will experience pressure sickness. This will cause your oxygen to drain extremely quickly. Hope you brought a Bubble Tonic!
We have added new types of consumables that can be used to extend your time spent underwater.
Bubble Tonic
Restores 30 oxygen
Bubble Salve
Restores 50 oxygen
Bubble Potion
Restores 100 oxygen
There are now Bubble Plants around the ocean floor. Swimming over a bubble plant will restore your oxygen fully, as well as any other players nearby.
There is now a new type of gathering tool: the Diver's Knife. Many underwater resources like Seaweed and Clams now require the Diver's Knife to harvest them. We have also introduced a new underwater resource type which will be a resource that can only be gathered under water. These will be used to craft things like weapon and tool imbuements, new color variations of lighting options, and more!
This can technically attack enemies as well, but it is primarily a gathering tool, so it does very little damage. You know what they say - never bring a knife to a Deepling fight!
Stone Diver's Knife
Harvests Seaweed, Glowstone, Clams, and Tidestone
Sharpstone Diver's Knife
All of the above, as well as Bulb Kelp and Galestone
Tidesteel Diver's Knife
All of the above, as well as Bubblesac and Rootstone
Amberite Diver's Knife
All current underwater resources in the game
Alongside all of these underwater updates, we wanted to introduce more enemy types - including our first ranged underwater enemy!
Deepling Thresher
This enemy will first appear in the Reef and beyond
This enemy has a rapid melee attack, and a ranged electric attack. If hit by the ranged attack, the player will be stunned for a short time
Shockjelly
This enemy will appear in all biomes
This enemy is not innately aggressive, and cannot be killed.
This enemy will patrol an area. If the player touches it, they will be stunned for a short time.
Once activated, the shock effect goes on cooldown for a short period. During that time, the player can make contact with the Jellyfish with no consequences.\\
Glimmerling
This enemy will appear in all biomes, but is quite rare. You'll be able to spot it shining in the sea.
This enemy is not innately aggressive.
If hit, this enemy will drop some loot! Chase it down and hit it until it disappears to get greater rewards!
Now that you're spending so much more time underwater, we thought it would be a great time to make some targeted improvements to underwater combat.
Blocking
Shields can now be used underwater
Enemy attacks can be blocked or parried under water, just like they can be on land
Stagger
Underwater enemies can now be staggered. Hit them repeatedly to fill up their stagger meter; once staggered, they will be stunned for a short time.
Dodging
Perfect Dodge now works underwater - this is hopefully also a nice buff for those using the Path of Wind!
Underwater dodged has enhanced VFX and SFX to be more obvious
Improved interaction between dodging and ascending/descending in water so that dodge behaves more reliably
We have made several changes based off of player feedback, as well as adding some quality of life features that we thought would go hand-in-hand with this update!
Reduced turning acceleration on the Scouter hull so that it does not feel so twitchy when interacting with the tiller
Added an Auto Return Steer option, which is ⚠️now the new default option⚠️
When enabled, the tiller will return to zero if the player is not actively press left or right.
This can be changed in the Gameplay Settings menu.
All boats now have greater turn deceleration, meaning you should be able to zero out turns faster
All boats now have increased control value deceleration, meaning you can return to 0 throttle and steering faster
Collision damage capped at 15 for all boats
All boats now have significantly more storage space
Scouter Hull: 16 Storage Slots
Skiff Hull: 20 Storage Slots
Barge Hull: 28 Storage Slots
The Looking Stone can be built on the boat, and used to look at a different camera view either under the boat, or high above the boat
Players can use the Looking Stone view directly at the object itself, or if they are steering the boat they can use it with hotkeys without having to stop steering - this should be ideal for solo sailers!
Players can also use the Looking Stone at the same time if one of them is using it through the Steering, or if they build multiple Looking Stones.
We have added a new way to find and learn recipes. Throughout the biomes, both on land and under the sea you'll find a capsule known as a Sealed Item. Once gathered, these can be brought back to the Arcanist Station to unseal them. They will either reveal a recipe item or a magical crafting material.
These recipes will include things like special crafting recipes or buildable item recipes.
There is a different type of Sealed Item per biome, each with unique rewards.
Arcanist Station
Unlocked at level 4 in the Knowledge Tree
Recipe Items
These will be received from unsealing items in the Arcanist station.
Place them in the hotbar and use them to learn the recipe, or hover the item and use middle mouse button within the inventory to use them and learn the recipe.
If you should find that you have a surplus of recipe items, these can be converted into Mana Crystals at the Manaforge.
Players have told us how much they love the story of Nera and their desire to learn more about the world - and there’s so many more stories we can tell!
We feel that stories can be experienced in many ways. Sometimes that can be direct, like reading a specific piece of lore - but that can also be through the environment, like seeing a cave with mysterious markings or finding an abandoned camp from another character.
We wanted to incorporate more story telling through the environment and allow players to discovery what Nera may have once been like.
Around the biome, you will find notes that contain key codes. These key codes match a door somewhere within the same biome - often they will provide hints on where to find these doors! Search for the door, enter the code and discover what awaits you!
There are 7 Locked Doors in the world currently. Each Locked Door will contain a unique reward or unlockable item, as well as some written lore.
We can't reveal too much here without spoilers 🤫, so you'll have to discover these for yourself!
Long before players got here, Spirits inhabited the world – but they were forced into hiding by The Deep. As Echoes, your mission is to push back The Deep and restore magic to the world of Nera. As you adventure and explore the reaches, defeating Deeplings and conquering Spires along the way, you will be able to restore destroyed Shrines.
Once restored, Spirits will inhabit this shrine and they’ll provide gifts to you. These gifts will respawn over time, so you can visit these Spirits over and over to see how they’re doing and grab any goodies.
There are 3-4 shrines per biome in various locations and they will give out specific rewards for the biome that they're in, so make sure to keep an eye out!
As part of this patch, we took this opportunity to give a big glow up to our Imbuement system. Players have been asking for ways to upgrade items like gathering tools, skimmers and gliders as well as more interesting ways to upgrade gear. We are so excited to introduce this feature!
We believe this system will offer a much wider range of customization and create new opportunities to craft gear around things like weapon playstyles and spirit companions.
If you have previously imbued weapons or armor from the old system, unfortunately these will not work with the new system. You can continue to use them, but you will not be able to imbue them with any Vestiges. Make new weapons or gear to be able to use this system.
One big improvement in this system vs the old one is that you can upgrade nearly everything, including:
All gathering tools
All weapons
All Armor pieces
Skimmer
Glider
Diver's Reed
Focus
Shields
Players can now craft Vestiges, which can be imbued onto nearly any type of gear to make them more powerful.
Each piece of gear has a pre-determined number of slots for Vestiges, between 1-2.
Vestiges can be crafted at the Imbuing Bench and fused with the equipment to imbue it with new power. Once fused, the Vestiges are consumed - so if you want to imbue all of your gear, you’ll need to craft more.
Vestiges can be removed from a piece of gear, however the Vestige will be destroyed in the process.
There are many types of Vestiges with many different attributes. Some will increase things like attack speed, while others may enhance the skimmer's speed. Some even have specialized attributes, like the Vestige of Hobb's Bane, which increases the damage dealt to Reef Hobbs.
Some Vestiges will be unlocked through the Knowledge Tree, but others will be found in the world either in Sealed Items or maybe even behind Locked Doors.
With this update, we realized it is more important than ever to see what recipes you've unlocked, what lore you've discovered... but most critically, what else is left?!
We are introducing the Compendium with this update. Currently there are only two tabs available:
Recipes
You will be able to see all recipes you've learned, whether they are from the Knowledge Tree, a Sealed Item or found otherwise in the world. There are also several ways to filter them, which will hopefully allow you to quickly find what you're looking for.
Lore
You will be able to see all of the lore journals and monoliths that you've discovered in the order they would come in the story.
You will also be able to see the notes for Locked Doors, which are denoted by a symbol that matches the door.
Alongside the patch content, we have also made numerous quality of life improvements that we hope will make the gameplay experience smoother!
We have fixed a slew of controller issues! We still want to make improvements in the future, such as making more screens navigable by D-Pad or Joystick scroll, but we hope this will get controller into a much better spot.
Fixed many instances where buttons were not mapped to any controller input (Map, Quest Journal, filtered building modeand more).
Fixed issue where glyphs would flicker between controller and mouse/keyboard when approaching certain built objects.
Fixed issues where rebinding mappings for controller would not always successfully remap them.
Made Player Menu (Inventory, Map, etc) navigable with bumper buttons for switching tabs.
Fixed issue where closing Monoliths or Markings would result in Settings Menu opening
We have additional fixed several issues making life painful for AZERTY keyboard users. NOTE: You may need to try to re-bind your movement keys and hotbar 1/2/3 to get the fix.
Ensured Build Mode Create, Move and Delete options follow the hotbar mapping
If these aren't working for you, try rebinding them one time to get it to pick up the fix
Ensured the Cannon would follow the movement mapping
If these aren't working for you, try rebinding them one time to get it to pick up the fix
Sails can now be mirrored for a more symmetrical and aesthetic look.
Use 'X' while placing Sails to mirror them!
There is now a Glowstone Hip Lantern trinket earnable in the Reef
The Hotbar now has two more slots to equip items into (9 and 0)
This will now allow you to equip an additional 2 items onto your hotbar!
The inventory capacity is currently the same size, but it may look a little smaller - but its a visual trick; the inventory screen is wider than it used to be!
Re-worked the Gear Equipment screen so that the item placement feels more intuitive
We have done some re-tuning of the food spawn and drop rates to make Farming feel more useful. We believe we still have some work to do here and plan to make more changes in the future.
Storage Chests have been buffed across the board
Small Basket: 12 Storage Slots
Tall Basket: 20 Storage Slots
Storage Chests: 32 Storage Slots
We have increased durability of Stone and Sharpstone Tools
Stone Axe and Pickaxe: 120 -> 160 durability
Sharpstone Axe and Pickaxe: 160 -> 180 durability
There have been a bunch of new buildable items added as rewards for Sealed Items and Locked Doors!
Stone Sunken Ruins Set
Stone Archway
Stone Pillar
Stone Pathway
Stone Stairs
Stone Blocks
Stone Bench
Stone Vases
Glowstone Stringlight Color Variations
Blue
Green
Purple
Stringlights now also have wide and narrow variations, to fit more spaces!
Candle Sets
Pink Candle Set
Red Candle Set
White Candle Set
Drums - interact with these to play a beat!
Small Drum
Tall Drum
Elderwood Furniture Set
Elderwood Chair
Elderwood Stool
Elderwood Bench
Elderwood Lamp
Elderwood Bonfire
Elderwood Planter
Signal Stone
This is a deployable beam of light that can be interacted with to change colors - this can be seen by all players at a great distance.
Storage Urns
Large Storage Urn
Small Storage Urns
These are cosmetic variations of the Storage Baskets made with ceramic
Potted Glow Coral
This is a small potted plant for tabletop placement
Rustic Love Seat
This is a smaller, two-seater version of the Rustic Couch!
The "Hold to awaken a spirit" prompt no longer persists when holding the "F" key.
The Glider no longer activates automatically on every jump after changing the keybind and using it once.
Controller players can now access the Path Menu.
The Settings menu no longer appears when closing a Monoliths or Markings window with the Start button on Controller.
The Map Tooltip now correctly displays Controller inputs instead of the Keyboard Hotkey (M) when using a Controller.
'Toggle Camera' and 'Instant Build' options no longer lose their input binding when a d-pad input is on screen.
Players can now use a torch or shield while food is selected on the hotbar and they are full.
The Ammo Wheel now correctly displays the Controller input glyph.
The Filtered Menu is now accessible when playing with a Controller.
The Cold Vignette effect no longer persists after the player warms up while on a boat.
The Stamina bar now correctly appears when respawning after dying while steering a boat.
The Recover/Scuttle prompts no longer remain on screen while a recovered boat is emerging.
Wall blueprints no longer incorrectly display a doorway on items that don't have one.
The Deluxe Bow now correctly connects to the Skiff Hull.
A hovering pedestal in the first Ruins of the Greatwood has been grounded.
The Surfacing Glyph tooltip now indicates which tier is prioritized when used.
The "Respawn at Boat" button no longer appears after the boat with a Mariner's Mat has disappeared from the map.
The A Button can now be bound to non-standard inputs on Controller.
Assigning two Controller Keybinds to the same input now correctly displays a warning.
A stray text string no longer appears when switching to KBM after rebinding Controller inputs.
Several missing Controller keybinds have been restored to the Settings menu.
Cannon controls can now be rebound and will respect custom bindings.
Input icons no longer overflow the bounds of small button icons.
The Glider no longer auto-activates when tapped to activate during the initial activation animation.
The "Quick Swap Ammo" button now functions correctly after a bow is equipped, rather than only working once.
The Buff/Debuff Arrow indicator now correctly shows the Debuff Arrow when the player is nearly encumbered.
Mushrooms no longer spawn inside of Monolith in the Embrace
Hovering rocks on an island south of the Coral Landing have been grounded.
The Tooltip for recovering a seed now displays the "Hold" prompt consistent with similar interactables.
A water plane intersection near the Greatwood Zone 1 waterfall has been corrected.
Two boars in Greatwood Zone 1 no longer spawn underwater.
The Controller inputs for rotating selections in Build Mode and Free-Place Mode are no longer the same.
The Regular Glider tooltip now includes the tutorial text previously only found on the Deluxe Glider.
A tree clipping into a rock in the Southwest of the Embrace has been fixed.
Defeated enemies no longer block arrows after death.
RTX 50 series users no longer experience crashes caused by DLSS-G.
A Cannon Collision issue that caused boats to get stuck on shore has been resolved.
Boats can no longer become de-synced between server and client due to Cannons.
The area in the Reef Coral Landing zone is now navigable by Skiff and Barge.
Boats now correctly rise after being sunk and called to surface.
A misplaced sand pile on the back of Embrace Island has been repositioned.
Players no longer receive the cold vignette when diving deep if they don't have the cold debuff.
A floating stone in the southeast of Greatwood Zone 3 has been grounded.
Boat Awnings and Outriggers now refund the correct materials matching their cost.
AZERTY keyboard users can now switch between modes in Build Mode using the number keys.
Hello Voyagers! Stephiroth reporting in. We are SO close to the release of our new update, now titled Explore the Deep! Today we wanted to share a major re-work to one of our existing features that is coming in our next update. We are re-working how our Imbuement System works, and we believe it’ll provide a lot of exciting and fun customization options for players!
In the current game, at level 9 players unlock the Imbuing Bench. This magical station allows players to use an item, Powerstones, to increase the stats of specific items - namely weapons (weapon damage), and armor (defense). Players can upgrade these 2 times, and then they are done and expected to progress to the next tier of equipment. The main purpose of this system in its current form was to help bridge the power gap between biomes and allow for a little more powering up while waiting to be able to make the next tier of equipment.
But there was an opportunity to improve this system and add a lot of things players have been asking for!
As it currently stands, this system is very flat – it is very easy to be able to imbue items, and if you accumulate enough materials over time you can immediately imbue them and then forget about the system entirely. Players have also been requesting that other types of items like the Skimmer, Glider and gathering tools could be imbued as well, but the current system does not support that.
We wanted to expand the system to allow players to upgrade almost any type of gear, and make more meaningful, fun and exciting choices about how to upgrade their items. And this system is something we can continue to expand in future updates to give players more exciting ways to upgrade their gear!
Based on feedback we’ve received during Early Access and our own developers' hopes about what types of power ups and upgrades we could offer, we’ve done a major overhaul of the imbuement system.
We are introducing a new type of item: Vestiges. Vestiges are gems that can be crafted using Powerstones and other materials found within the biomes, like Volatile Glands, Glowstone, Deepling Bones and more. Vestiges can also be found in magical chests throughout the world!
There will be different types of Vestiges that can apply to gathering tools (like the Axe or Mining Pick), weapons (like Bows or Swords), exploration tools (like the skimmer and glider) or armor.
Vestiges can be crafted at the Imbuing Bench and fused with the equipment to imbue it with new power. Once fused, the Vestiges are consumed - so if you want to imbue all of your gear, you’ll need to craft more. Vestiges can apply effects like increased skimmer speed, greater attack damage, longer parry windows and much more! We are excited for players to be able to customize their equipment to their playstyle, and be able to continue powering up throughout the course of the game. We believe this system will offer a much wider range of customization and create new opportunities to craft gear around things like weapon playstyles and spirit companions.
Our next Dev Blog will go over all of the new features coming in the Explore the Deep patch, so make sure to follow along to hear all the latest on Voyagers' development!
Excited about Vestiges? Any ideas for what you’d want to be able to power up? Let us know in the comments below 👇
Hey there Voyagers! Stephiroth here. We’re reporting back with another update on our next big patch Depths Worth Diving. Our last few Dev Blogs have been focused on the underwater aspects of the update, but we’re also adding a ton more things to find and do above land as well!
Nera has a beautiful world that players love and are excited to explore. We’ve always wanted it to feel like the world is alive and around any corner you could find something exciting. Currently the main way this manifests in game is through loot chests or resource placement, but we are really excited to bring more rich and interesting discoverables into the world. Additionally, we have a strong theme of rescuing Spirits and restoring Nera, but outside of the encounters with them there is limited interaction. We improved this a bit in our last big patch, where we allowed Spirits to spawn in and around the base and let them lounge on all of your furniture. But we’ve always wanted to bring themes of restoration into the general world as well, and have Spirits return to places outside of the player’s base. This brings us to two of our major features coming in the next patch: Locked Doors and Spirit Shrines.
Players have told us how much they love the story of Nera and their desire to learn more about the world, and there’s so many more stories we can tell! We feel that stories can be experienced in many ways. Sometimes that can be direct, like reading a specific piece of lore - but that can also be through the environment, like seeing a cave with mysterious markings or finding an abandoned camp from another character. We do a lot of story telling through direct story telling, but we felt that incorporating more of the story telling through the environment and discovery would make Nera feel much richer in its history and more alive.
Imagine you’re out exploring the Greatwood, further than you’ve ever been, and you see something strange. Nestled in the root of a giant oak, half hidden by leaves, there is a structure. Its walls are of neat rows of planks, the roof is pleasantly pitched, and there are even decorations hanging outside. This was not made by the crude hands of a Hunter. Through a window, you can faintly see that a light is flickering. Curious, you approach. You make your way to the structure’s door, but find that it has some kind of combination lock. You try a few combinations, but are unable to get it to open. You search the ground, the yard, behind the house, but there are no clues to be found. You try hitting the door with your sword, and with an axe, but it holds firm. With no way inside without the combination, you mark the location on your map and move on, wondering who it is that lives so deep in the woods and what lies behind that door. Later in your journey, on another expedition out, you turn a corner and practically trip over a jumble of cloth and sticks. It’s a tent, or at least it was. Now the camp that it once belonged to is in ruins. The stones that once lined the campfire are scattered, and the flame itself long gone out. There is evidence of a fight as well. Broken spears and arrows litter the ground around you. Within the mess that was once the tent, you discover a note, it reads: “The Hunters have found me. At first there was only a three, but now they’ve arrived in force. Twice I’ve driven them back. They fear the flame, but they’re getting bolder. I can hear them, chattering in the darkness. And those things they brought with them too. I do not know what they are saying, or if they even speak, but they won’t wait much longer. I was so close to making it home. If this note finds its way to one with a mind to read it, then what little I have I leave to you.” At the end of the text there are three symbols that match the symbols seen on the combination lock at the cabin. You rush back to the door and enter the combination and the door creaks open to reveal a hidden chamber…
Our awesome Engineer Luke
The above passage is just an example, but I won’t detail any more – you’ll have to experience it yourself! But you can expect to find things like resources, powerful items or special unlocks and often some interesting story about what happened there.
Currently, Spirits are primarily seen at the base. As players build up their Sanctuary, more Spirits will spawn there and take safe haven within its radius – but it wasn’t always like this. Long before players got here, Spirits inhabited the world – but they were pushed into hiding by The Deep. As Echoes, your mission is to push back The Deep and restore magic to the world of Nera. As you adventure and explore the reaches, defeating Deeplings and conquering Spires along the way, you will be able to restore destroyed Shrines. Once restored, Spirits will inhabit this shrine and they’ll provide gifts to you. These gifts will respawn over time, so you can visit these Spirits over and over to see how they’re doing and grab any goodies. These will be themed per biome, and give out specific rewards for the biome that they’re in.
There are a lot more features in this jam-packed patch, and later this week we’ll be showcasing updates to our imbuement system and how that will change the way you upgrade your gear and power up your character. Keep an eye out closer to the patch time where we’ll do an all-up preview of everything coming in the patch!
The patch will be on June 25th! That’s all for now. If you’ve made it this far, thanks for reading – we’ll see you next time! - TH Stephiroth
Hello Voyagers! Stephanie / Stephiroth here with a development update for our next big patch Depths Worth Diving. Last time we spoke, we shared an overview of the features coming in the patch - but today we want to dive deeper into how our new underwater mechanics will work. We recently had a dev stream featuring some of these updates as well, which you can watch here!
We will be introducing a Depth Mechanic to our underwater spaces. Players will start with a Max Depth statistic, which is how deep you can swim in the ocean. If you swim deeper than your max depth limit, your oxygen will begin to drain very quickly. Players can overcome the depths in multiple ways:
Gear
Consumables
Spirit Companion Traits
Spirit Abilities
Leveraging the environment
The Rebreather (final name TBD) is a new piece of Gear that players can earn and craft. It will increase the Max Depth that players can dive before receiving an oxygen penalty.
To accompany more durable upgrades like the Rebreather, we have also added Oxygen consumables at every crafting tier. When consumed, they will replenish an amount of oxygen to your oxygen meter - this will allow you to skirt the edges of the depths and make it back up without drowning! Additionally, we have buffed the efficacy of Oxygen-based foods as well - so if you know you're going for a dive, consider eating some Grilled Luma Fruit or Refreshing Nectar.
The Tideray Spirit Companion will allow you to increase your oxygen amount as you level up. If you didn't pick the Path of Water but still need a little boost, you'll unlock the Spirit's Breath ability in the Reef which will allow you to spawn a bubble underwater which will replenish oxygen while within it. These were both already in the game, but feel more impactful than ever with these updates!
A new type of plant, Bubble Plants, have also been placed around the biomes. Look out for these near areas you are diving! These plants will restore the oxygen of the player that touches them, as well as nearby allies!
In addition to the Rebreather, we will also be introducing a new gathering tool: the Diver's Knife. Most underwater resources will now require a Diver's Knife to be harvested. We will also be introducing new underwater resources, underwater gems, which will be a resource that can only be gathered under water and will craft things like weapon and tool imbuements, new color variations of lighting options, and more!
Long ago, Nera was a world teeming with life and magic. But the Deep invaded and aimed to engulf the world. Water levels rose and consumed Nera along with it. Dive down and discover long lost remnants of Nera.
Smaller ruins may merely be a sunken archway or crumbled pillar. Maybe this was once an outpost? You may find some resources around here as they've washed up over time.
Others may be small houses or villages that you can dive and swim through and explore. You'll find supplies left behind by people who used to live here, resources and maybe even some special items.
These large structures were once gathering hubs for Spirits and other magical beings. You'll encounter unique challenges that will test your mettle and discover special resources within these. The Bubble Plants will only get you so far if you're foolish enough to dive deep without preparing.
Along with this update, you'll encounter some new enemies lurking within the waters! Deepling Eel (name TBD!)
This eel will attack with rapid fire melee attacks, as well as a ranged ability that will stun if it hits you!
Shockjelly
These electrifying jellyfish will patrol around an area. By default, they are non-aggressive but get too close and you may get zapped!
Lil' Dumbo (our Loot Goblin Dumbo Octopus - name TBD!)
Cute, shiny and sneaky - this little Octopus is rarely seen. But if you are lucky enough to spot one, chase it down and attack it to collect valuable loot - but keep a close eye on him or you may lose sight as it flits across the ocean floor!
We hope you're just as excited as we are to dive into all of the new features! There are a lot more features in the upcoming patch, so make sure to stay tuned for our future Dev Blogs! What are you most excited about? Let us know in the comments!
Hey Voyagers! Michael here to share a new bundle where you can get a discount on some awesome games!
First, a huge congratulations to our friends at Shiro Games on the launch of Farever today! We can't wait to dive in :)
To celebrate, we have a new Action-Packed Adventures bundle on Steam where you can buy Farever, Voyagers of Nera and Cloudheim all together. Go check 'em out!
And in case you missed it, we've started sharing some early looks at our next major patch, focused on expanding the underwater spaces in Voyagers! Check out our last blog post here: https://steamcommunity.com/app/2686630/allnews/ Happy adventuring!
-Michael and the TH team
Hello Voyagers! Stephanie / Stephiroth here; we are working hard on our next big patch, and we have a lot of exciting changes coming - like explorable sunken ruins, restorable Spirit shrines and teleporters, locked doors with special codes to discover and unlock and more! But today we’re excited to do a deep dive into two of our major features: The Depth mechanic and Sunken Ruins.
We recently had a dev stream featuring some of these updates as well, which you can watch here!
We will be deepening our water mechanics by adding a Depth limit. Depths will be defined around the biomes - each biome will have some shallow areas, some mid-depth areas and some very deep areas. At the beginning of the game, you may be able to just dip your toe into the deeper waters if you prepare with oxygen potions; but as you progress and gain new gear like the Rebreather, you’ll unlock the ability to dive further and explore the deepest depths of Nera. The further you dive, the more you’ll be able to explore new areas, including Sunken Ruins.
Nera was once a region teeming with life and magic. Spirits and magical beings inhabited the world, living peacefully in Sanctuaries and villages across all of Nera - but the Deep gained power, raised the Spires and corruption flooded the world… engulfing much of Nera in deep, dark ocean. Remnants of this lost civilization are all around. Dive deep and explore through these Sunken Ruins, and learn more about what Nera once was.
There will be various types of Sunken Ruins throughout the world. Some may merely be a sunken archway or crumbled pillar, while others may be small villages or crumbled sanctuaries that you can dive and swim through, explore and collect loot. The largest Sunken Ruins will house special resources within them and offer unique challenges that will test your mettle. The Bubble Plants will only get you so far if you’re foolish enough to dive deep without preparing.
The story of Nera has really connected with a lot of players, and we are really excited to share more about the world and the many characters and creatures that live (or lived) within it. Through this major underwater expansion, we hope to show through the environment some glimmers of what Nera once was, as well as share more story directly through more findable lore. Will we learn more about Cassian and his adventures? Will we meet any new Precursors? Only time will tell!
In addition to these Sunken Ruins, we’ll also be adding a new Diver’s Tool to gather underwater resources, more underwater resources, new underwater enemies and making some updates to underwater combat. We aim to make underwater gathering and exploration more integral to the general progression of the game, and provide lots of reasons to dive deep, explore and gather - while throwing some new challenges into the mix. Perhaps some schools of treacherous jellyfish that you’ll have to carefully navigate through, or slippery monsters that will shock you to your core!
We’ll be sharing more info about the Sunken Ruins in future blogs once they’re further along, as well as sharing info about our many upcoming features in this big summer update!
Excited about the update? Let us know in the comments 👇
The new version is: 0.16.12.44170 This patch includes critical bug fixes as well as balance and quality of life changes based off feedback from the first week of the patch.
Changes
Fixed issue where an invalid value from Farming Plots could cause Built Items on Server to fail to load.
The Skimmer Trial rings now properly grant a speed boost, allowing it to be completed without excessive buffs.
Enabling setting on farming assets that will allow it to be more performance friendly.
Changes
Increased fuel stack size up to 20 on the campfire
Increased drop rate of Coralwood tree seeds
Lowered cost of Powerstones
Allowed raw Coralwood and Elderwood to be usable as fuel.
Make sure to update your server with the latest change - otherwise clients will be unable to connect due to a version incompatibility. Thank you for your feedback and bug reports! We will continue to monitor the patch for additional feedback, bug fixes and balance opportunities.
Hello Voyagers! We’re very excited to release our latest patch: Tend, Build, Thrive. We are also very excited to share that Voyagers of Nera is on sale, from now until April 13th. Snag the base game for 34% off, or the Founder’s Pack for 20% off during this time. We also have Twitch Drops active right now! Watch any Voyagers of Nera streamer to earn the Twitch Mana Flare, Infused Skimmer, Infused Sail and the new Infused Watering Can! Or subscribe / give a gift sub to earn the Infused Glider. Now let’s get to the patch notes! We’ve always wanted players to feel like they are rescuing spirits from a dangerous, dynamic world and bringing them back to a Sanctuary you built. To bring us closer to that feeling, this update adds two of the top player requests: Weather and Farming. In your travels, you’ll encounter fog, rain, and storms that bring new life to the world - just look out for the lightning! And you’ll find seeds for all kinds of plants, fruits, and trees to bring back to your base, letting you cultivate bountiful crops. We’ve also heavily reworked our Sanctuary mechanics! As you invest in your base and build a safe haven for the Spirits and yourself, you’ll be rewarded with powerful buffs and benefits for rest. Alongside these big gameplay updates, we’ve made significant improvements to combat feel based off of player feedback, performance optimizations, and a lot of quality of life changes to make building forward bases easier. Check out the full changes below!
Farming has been one of our top requested features from players on our Feature Upvote Board, and we're so excited to finally add it to the game! While exploring and gathering in the world, any plant collected will have a chance to drop a seed. Bring this seed home, plant it, water and tend to it, and over time it’ll grow into a harvestable plant. Resource respawn times have been adjusted with farming in mind.
There will be multiple types / sizes of farm plots. Stone Planter
This is a small planter that holds 1 plant
Small Farm Plot
A small wooden farm plot that holds 4 plants
Large Farm Plot
A larger wooden farm plot that holds 8 plants
Tree Plot
A sturdy wooden farm plot that holds 1 tree
You’ll be able to farm nearly any type of plant you can think of – vegetables, fruits and even biome-specific trees!
Plants sometimes may drop golden seeds, which will have a higher yield!
Plants require fresh water. Fresh water sources can be found near the base of waterfalls, and collected with a watering can. Overtime, unlock upgraded watering cans with improved water capacity, higher durability, and even higher spray radius to water more plants at once. As you progress in the game, you’ll unlock new buildables that will help with water production.
There are two waterfalls per biome.
Approach a waterfall and right-click while holding a watering can to collect fresh water.
There are 3 watering cans currently in the game. Watering cans improve in durability, water capacity, spray radius and watering speed. Wooden Watering Can
Unlocked in the Embrace.
Ceramic Watering Can
Unlocked in the Reef.
Greatwood Watering Can
Unlocked in the Greatwood.
No more chasin' waterfalls once you unlock these buildables that produce fresh water within the base. Desalinator
When placed on salt water, it will gradually filter fresh water for Farming, as well as produce salt as a by-product for cooking.
Spirit Well
Powered by magical spirits, this buildable can be placed anywhere within a Sanctuary, and produces endless fresh water!
Farm plots will be automatically watered on rainy days.
Weather was also one of our most highly requested features. We’ve always wanted the world of Nera to feel alive and different - weather and environmental effects have a huge impact on this. One day it could be smooth sailing and exploring under clear skies, the next day you might be exploring through the fog, not quite sure where exactly you left those Construct Cores.
The world will cycle between those states, tracking which weathers you’ve had and trying to make sure you have a good balance and that you aren’t stuck in a perpetual rainstorm! Fully clear day
Blue skies, sometimes some cloud cover; this is the typical weather that you experience in Nera today
Overcast
Full cloud cover, bright
Foggy
Sometimes this could be heavy or light; reduced visibility
Rainy
This can be heavy or light; perfect ambiance for a mana tea while watching the rain water your farming plots!
Thunderstorm
This is a heavy storm; careful though, lightning can strike at any time!
We have introduced a Weather Density setting. If you want to keep weather effects active, but find the visuals too intense, use this setting to tune the visuals.
We have introduced a way to disable Weather via a Server Toggle. Configure this in the Load Game screen by selecting the pencil icon on the save slot, and selecting the ‘Advanced Settings’ menu. Disabling Weather will cause all days to be sunny.
We have made significant updates to how Sanctuaries work in order to reward investing into the base, as well as make it rewarding to build any kind of item. All cosmetic items now have a Sanctuary Point value – we call these Comfort Buildables. As you build more Comfort Buildables and Spirit Amenities, your Sanctuary points increase; and when they hit certain point thresholds, you will unlock special buffs for your base known as Sanctuary Benefits. We have also made adjustments to the Spirit Anchor and its empowerment mechanics.
Power provided to stations is now 1:1 with the Spirit Anchor Level, and is no longer dependent on how many buildables have been built. Upgrades have been simplified on the Spirit Anchor – now upgrading the Spirit Anchor will grant increased Spirit Anchor Power Level, Spirit Anchor Limit, and Sanctuary Radius. Other buffs and benefits have been moved to the Sanctuary Benefits and Spirit Amenities.
As you increase your Sanctuary Points, you’ll unlock more buffs. Along the Sanctuary Points track there are both Sanctuary benefits, and improved Rejuvenation buffs. Sanctuary Buffs are global effects within the Sanctuary Radius, such as removing Stamina costs while in the Sanctuary radius.
Humble Shelter
Spirit Sanctuary - Suppress enemy spawns within Sanctuary radius
Cleansing Aura - Slowly cleanse corruption within Sanctuary radius
Quiet Refuge
Gain Rejuvenation I after Resting
Spirit Haven
Gain Rejuvenation II after Resting
Living Sanctuary
Vim and Vigor - No stamina costs while in the Sanctuary Radius
Sacred Retreat
Gain Rejuvenation III after Resting
Flourishing Grove
Strong Back - No encumbrance in the Sanctuary Radius
Garden of Nera
Gain Rejuvenation IV after Resting
Now you can rest during the day. Resting will fully heal you and restore your mana, as well as grant a Rejuvenation buff. There are multiple tiers of Rejuvenation buff, which can be accessed by improving your Sanctuary. Rejuvenation I
+25% Stamina Regeneration for 20 minutes.
Rejuvenation II
+30% Stamina Regeneration for 25 minutes.
Rejuvenation III
+30% Stamina Regeneration for 30 minutes.
Stay nourished by food 10% longer.
Rejuvenation IV
+40% Stamina Regeneration for 40 minutes.
Stay nourished by food 20% longer.
Previously, Spirit Amenities were purely cosmetic, decorative stations that were built to attract Spirits to the base – they looked special but didn’t really follow through in any significant way. We wanted to give more impact to the amenities - after all, if the Spirits think they’re so great, you should too! Spirit Feasting Table
When placed within a Sanctuary, food buffs no longer decay for players within the Sanctuary Radius.
Spirit Hotspring
When within your Sanctuary, interact with this Hot Spring to receive a potent Health Regeneration buff for a short time.
Spirit Totem
Interact with this totem to commune with the Spirits and receive a potent Mana Regeneration buff for a short time.
Spirit Tree
This magical tree harnesses the power of the wind and earth to significantly increase the growth rate of any plants nearby.
Ancient Construct
When within your Sanctuary, interact with this Construct to channel its protective energy and cleanse corruption.
We wanted the base to feel like a safe haven for Spirits, and that you would be able to be surprised and delighted by seeing them in the base. However, only seeing them on Spirit Amenities felt pretty limiting – now Spirits will appear all over your base, taking over any furniture that looks unoccupied and comfy! Spirit Companions have also come out to play! Expect to see Cindertails, Tiderays, Skylacers and Terratoises hanging out in your base as well!
We wanted to add more depth of management to crafting and refinement, so we have introduced a fuel mechanic. Stations that are powered by fire like the Campfire, Kiln, Smithing Station, Alchemy Station and Desalinator require fuel to operate.
Wood
Wood harvested from trees. Burns for 30 seconds per piece.
Charcoal
A more advanced fuel than wood. Burns for 1 minute per piece.
Blaze Coal
An enhanced coal that has improved efficiency. Burns for 5 minutes per piece.
Mana Coal
A vastly improved fuel type infused with magical essence. Burns for 10 minutes per piece.
We have gotten a lot of feedback that attacks felt unresponsive - players locked down by lengthy animations, attacks were slow and cumbersome, and the actual hit impact was unsatisfying. We have made significant changes based off of this feedback and we’re excited to hear what you think! We focused on increasing the fluidity between attacking and moving, increasing the responsiveness of pressing the button → the attack happening, and amping up the sounds and visuals when striking, blocking and parrying to make it more satisfying.
Significantly decreased the amount of time it takes to transition back to movement after performing an attack
Reduced amount of time it takes to transition from movement → attacking, so that initial attacks out of movement feel more responsive
Moved attack translation (aka your character moving towards the target) at the beginning of the attack, so that attacking feels less jarring and does not miss enemies as frequently
Increased attack speed of Spear and Sword / Club weapons
Allowed player to move while attacking underwater - no more being outrun by those little fish!
Added SFX for critical hits
Reduced amount of time it takes to deploy the shield, resulting in more responsive blocking
Enhanced VFX when blocking and parrying so that it is more clear that blocking is working
Added escalating parry SFX to make parrying multiple times in a row more satisfying
Improved VFX on the player when they are taking damage to make it more clear
Improved logic on damage vignette so that flashes only when players take significant damage, and pulses persistently when they are low health
We have increased the amount of Spirit Anchors that can be placed. Now you will begin with the ability to place 2 Spirit Anchors at the beginning of the game, and this will increase by 2 at the Empowerment level at the end of each Biome. Additionally, Teleporters will now be able to be unlocked earlier. They will be available at level 8 in the Knowledge Tree, and have been moved to a Spirit Encounter that is much earlier in the Reef. We hope this will make it easier to build more bases across the biomes, as well as address feedback that teleportation comes too late in the game.
Moved Teleporter unlock from level 14 → level 8, and moved to a sooner Spirit Encounter
More Hair Color options have been added to the game
Increased the base swim speed
Increased base walking and sprint speed
Buff UI rework - cleaner more compact presentation
Buff Details panel in Inventory allows you to see what buffs / debuffs are on you, what they do, and also see food slots contents and other important info
Enhanced visuals in Deep Zone
Moved Spires out of the water and improved visuals of their radius to make more interesting POIs
Updated glider trial to make more interesting traversal and to fix up areas that were frustrating
All torches now grant warmth for consistency
All players on a server now receive a notification when a Spirit is rescued and what it unlocked
Fixed an issue where floor and ceiling tiles did not reflect rotation changes when placing a wireframe
Fixed an issue where auto-sprint would stop when the player changed height or elevation
Fixed an issue where some spirit reward announcements displayed outdated titles
Fixed an issue where Abyssal Spires were incorrectly spawning enemies at level 2
Fixed a stuck spot on top of the second ruins in the Embrace
Fixed an issue where Pontoons did not have proper collision with Urchlings
Fixed an issue where pressing Tab would cycle through the player's hotbar
Fixed an issue where the skimmer trial, when started by a client, did not clean up properly when failed
Fixed Urchlings having strange boat collision behavior
Fixed an issue where the Set Weather toggle was not automatically added to CustomGameUserSetting.ini
Fixed an issue where the Reef Hobb's Slam attack could injure itself
Fixed an issue where ladder interactables on outriggers stopped working after being restored through relevancy range
Fixed an issue where two Corruption Zones had visuals that didn't match their corruption zone values
Fixed an issue where the title of the Spirit Feast Table in Build Mode was cut off in 16:9 aspect ratios
Fixed an issue where the Knowledge Tree exceeded the boundaries of the screen in 4:3 aspect ratio
Fixed an issue where the focus radius for Spirit Amenities was too large, potentially stealing focus from nearby chests
Fixed an issue where the Stalker could chase players well outside of the deep
Fixed an issue where the Clay Low Wall did not fill the full frame of a Wood Frame
Fixed a gap near the stairs in the northernmost ruins of the Embrace that players could fall through
Fixed an issue where an enemy was spawning inside a rock in the northern part of the Embrace
Fixed an issue where clients were locked out of the Skimmer Trial reward if the host received it first
Fixed an issue where schematics cast light if they were built while the "Decorative Lighting Shadows" setting was toggled
Fixed a crash in single player that occurred when pausing during the second half of a teleport via the Ancient Gate
Fixed an issue where the camera could not be moved when Toggle Camera was enabled in Build Mode
Fixed an issue where the block idle animation did not transition back to the regular idle when block was released
Fixed a stuck spot at the top of some stairs in the Tangled Ruins
Fixed an issue where the player could clip through one of the rocks in the Reef
Fixed an issue where Urchlings could sometimes not be shot with arrows
Fixed an issue where pressing left on the keyboard caused the player to walk forward
Fixed an inaccuracy in the Flame Dart ability description which implied hitting an enemy twice causes ignite
Fixed an issue where the flames left behind by Flame Dart could not ignite an enemy
Fixed an issue where Flame Dart projectiles clipped through non-ocean floors
Fixed an issue where a tree blocked the path of a tower holding an enemy
Fixed an issue where two specific Clay wall sockets could not be built on small structures using items from storage
Fixed an issue where some pieces could not be built in larger wall sockets using items from storage
Fixed an issue where the Ancient's Gate could not be built using materials in storage
Fixed an issue where the Sailing Stone and Tidal Resonator could not be built from resources in storage
Fixed missing collision near the lower end of the Flat Clay Roof for the Annex
Fixed an inaccuracy where bows had an "Unknown" stat buff listed
Fixed a crash that occurred when using the Bullwog inventory after it was moved while being interacted with
Fixed an issue where Elder shrine prompts were errantly opening defunct menus
Fixed an issue where socketables could be built with the "Attach to Boat" toggle off
Fixed an inaccuracy in the Water Trait Riptide tooltip description
Fixed an issue where some changes in the Audio / Display Settings Menu were not being applied
Fixed an inaccuracy in Nera's Bounty description which did not include information on the types of resource nodes gatherable depending on potency
Fixed a map hole in the upper room of the Embrace
Fixed an issue where enemies in the Reef failed to approach or attack the player after multiple enemies were defeated
Fixed heavily distorted shadows when using ManyLights at 4K with limited screen reduction
Fixed log spam from SingleLayerWater on nanite mesh
There may be some known issues in the patch that may impact you. See the most impactful or noticeable known bugs below. We will try to get fixes out for these ASAP!
The ‘Not All Players are Sleeping’ banner may get stuck on the screen for some clients in multiplayer
Refiners may sometimes not display fire particles while refining if a client has gone far away from it and come back while it is processing
Using the Steam Friends list to join another player on a dedicated server will not let the user connect
Players may experience infinite loading screen when attempting to join a session that is not fully loaded on the host's end
Desalinators can be moved while they have fuel and resources inside, causing all materials to be lost
Hello Voyagers! It’s Stephanie / Stephiroth, here with an update on our Tend, Build, Thrive patch. The patch is right around the corner, so we’ll walk through each of the major features coming in the patch and explain what they’re all about! First though, let’s talk a little bit about the goals of the Tend, Build, Thrive patch.
In Voyagers, we wanted it to feel like players were building bustling Spirit Sanctuaries that would feel alive, meaningful and provide a safe haven for players and Spirits. Some of these elements were already working well: Players love their Spirits, and many players love building the base itself. However, we felt that there were ways we could better deliver this fantasy, amping up the things that players love and adding in new features based off of feedback. We wanted to make Spirits more present in the base, make base building more rewarding, and expand what types of activities and management that can be done within the base.
Farming
Weather
Sanctuary Points and Sanctuary Benefits
Rest
Spirit Anchor updates
Functional Spirit Amenities and More Spirits in the Base
Fuel
Farming has been one of our top requested features from players on our Feature Upvote Board, and we're so excited to finally add it to the game! Voyagers has a heavy focus on exploration and base building, and Farming does a great job of adding more interaction with the resources you’re discovering in the world, while also creating new ways to build, customize and manage the base. We hope you’ll enjoy creating a beautiful Sanctuary while reaping the hard-fought rewards of a day’s adventure.
While exploring and gathering in the world, any plant collected will have a chance to drop a seed. Bring this seed home, plant it, water and tend to it, and over time it’ll grow into a harvestable plant. Plants do not die when unwatered, but will stop growing until you water them again. Sometimes you’ll be lucky enough to receive a golden seed, which will grow a special version of the plant with a better yield!
Every farmer needs a trusty Watering Can. The base watering can is a simple vessel with lower durability and water capacity, and it certainly gets the job done. Players can unlock and craft new types of watering cans with improved water capacity, higher durability, and even higher spray radius to water more plants at once. These are fresh-water plants, so you can’t just fill your watering can from the ocean. Fresh water sources, found near the base of waterfalls, have been added to each biome. Go up to any fresh water source and fill the watering can; then you’ll be ready to water your plants! As you progress in the game, you’ll unlock new buildables that will help with water production:
Desalinator: When placed on salt water, it will gradually filter fresh water for Farming, as well as produce salt as a by-product for cooking.
Spirit Well: Powered by magical spirits, this buildable can be placed within any Sanctuary, and produces endless fresh water!
You’ll be able to farm nearly any type of plant you can think of – vegetables, fruits and even biome-specific trees!
Weather was also one of our most highly requested features. We’ve always wanted the world of Nera to feel alive and different - weather and environmental effects have a huge impact on this. One day it could be smooth sailing and exploring under clear skies, the next day you might be exploring through the fog, not quite sure where exactly you left those Construct Cores..
Fully clear day
Blue skies, sometimes some cloud cover; this is the typical weather that you experience in Nera today
Overcast
Full cloud cover, bright
Foggy
Sometimes this could be heavy or light; reduced visibility
Rainy
This can be heavy or light; perfect ambiance for a mana tea while watching the rain water your farming plots!
Thunderstorm
This is a heavy storm; careful though, lightning can strike at any time!
The world will cycle between those states, tracking which weathers you’ve had and trying to make sure you have a good balance and that you aren’t stuck in a perpetual rainstorm! There will also be a server toggle to disable weather in the Server Settings; so if you want only clear skies, you’ll be able to have that - but you will miss out on any special gameplay mechanics from weather.
All cosmetic items now have a Sanctuary Point value – we call these Comfort Buildables. As you build more Comfort Buildables and Spirit Amenities, your Sanctuary points increase; and when they hit certain point thresholds, you will unlock special buffs for your base known as Sanctuary Benefits.
As you increase your Sanctuary Points, you’ll unlock more buffs. Along the Sanctuary Points track there are both Sanctuary benefits, and improved Rest buffs. Sanctuary Buffs are global effects within the Sanctuary Radius, such as removing Stamina costs while in the Sanctuary radius. Rest buffs are effects gained after resting in a bed or sleeping over night; you’ll be fully healed, and gain buffs like increased stamina regeneration and food effect duration. We hope between the Sanctuary benefits and the Rest Mechanics, this will make it feel more motivating to build out a base and have base building directly tie into the exploration gameplay.
While working on the Sanctuary mechanics, we wanted to also make improvements to how the Spirit Anchor works. We have gotten a lot of player feedback about the power mechanic feeling confusing, as well as the amount of Spirit Anchors feeling restrictive. We have simplified the power requirement mechanics by linking them directly to the Empowerment Level. Now when you level up the Spirit Anchor, you will immediately be able to use a station that requires that power level. Additionally, we’ve increased the amount of Spirit Anchors you can build - now you’ll get +2 to your Spirit Anchor limit when leveling it, which will allow you to build more bases across Nera!
Previously, Spirit Amenities were purely cosmetic, decorative stations that were built to attract Spirits to the base – they looked special but didn’t really follow through in any significant way. We wanted to give more impact to the amenities - after all, if the Spirits think they’re so great, you should too! Now each Spirit Amenity has a gameplay purpose, such as: Spirit Tree
Increases growth rate of farm plots placed near it
Spirit Hot Spring
Interact with this to receive a potent healing buff
We believe this will offer more interesting choices as you’re building out your base, as well as make the Spirit Amenities feel more unique and magical. Spirits will be showing up more in the base! Now Spirits can show up at almost any of the comfort buildables and stations to hang out. They’ll spawn in and out, and hopefully show up in some surprising and delightful places. You’ll also notice that it's not just Guide Spirits (the lil blue guys) showing up, but now Spirit Companions (Tideray, Cindertail, etc) can show up in some places as well! This is just one small step towards integrating Spirits more into the base, and we hope to add even more Spirit features to the base and game overall!
Fuel is back on the menu! Some of our OG players may remember our previous fuel mechanic. We have decided to bring this back to add another layer of progression and improvement into the crafting and refinement process. You’ll start out with mundane types of fuel, such as wood and charcoal - and as you progress, you’ll be able to craft more potent magical fuel types. Some stations, like the Campfire or the Kiln, will require fuel to operate; they should also light up when they are refining items, and their fire will go out when they are not refining. We hope this will add a bit more interest to base management and more satisfaction as you progress and become more efficient at refining.
This was just a preview of the big features; there will be full patch notes coming soon! The Tend, Build, Thrive patch is coming out on March 30th, and we will have Twitch Drops active with a new reward available: an Infused Watering Can skin! Is there a feature you’re most excited for? Let us know in the comments or join our Discord and talk directly with us in our ask-the-devs channel!
Ahoy Voyagers!
We’re excited to spring forward into a sale during the Steam Spring Sale event from March 19 - March 26.
During this time, Voyagers of Nera will be on a 34% discount. The Founder’s Pack will also be on sale for 20% off.
Now is a great time to buy, because our major update Tend, Build, Thrive is right around the corner!
Check out our recent Dev Blogs to read up on all of the updates.
Happy voyaging~!
Ahoy Voyagers! Stephanie / Stephiroth here with a deep dive into our Sanctuary mechanic updates coming in the Tend, Build, Thrive patch. We have been working on big changes to the Sanctuary mechanics to make them easier to understand, reward players more for investing into their bases, and better capture the feeling of a lively safe haven for Spirits. Keep reading below to learn more about the changes!
Many of you may be familiar already but just in case any emerging Echoes are reading this - currently, players build Spirit Anchors, which are the heart of the base and allow players to power magical stations, attract spirits, and gain protection over a growing radius. Spirit Anchors have a max power level they can potentially output, achieved by empowering the Spirit Anchor. Then, players must build Spirit Amenities, which are decorative buildings that Spirits can spawn at, to actually provide power. However, through playtesting, gathering feedback and iterating, we realized this version of this system had a few major flaws:
Players find the difference between Sanctuary Power Level and Spirit Amenity Score very confusing
Spirit Amenities being required to achieve Sanctuary Power restricts creative freedom in building
Base Power as the only reason to build was not satisfying enough as a mechanic
Players really love Spirits, but bases feel empty and Spirits only spawning at Amenities feels limiting
So, what did we do?
We have made major changes to how Sanctuaries work. We have re-worked the power mechanic to be more intuitive, added new features to tie into base building to make investing in and building up bases more rewarding, as well as changed how Spirit Amenities work to provide more choices and benefits within base building.
We have simplified the power requirement mechanics by linking them directly to the Empowerment Level. Now when you level up the Spirit Anchor, you will immediately be able to use a station that requires that power level. We have also re-worked the benefits given by the Spirit Anchor; now they are more focused on improving the Anchor’s attributes (power level, radius, placement amount) rather than adding bonuses. We’ve shifted these bonuses instead to Amenities and the Sanctuary itself, which we’ll detail more below!
If you were someone who primarily built for cosmetic reasons, the system worked great. However, a lot of people wanted more reasons to build and wanted it to have some tie-in with the rest of the gameplay. When approaching this change, we also wanted to make building any type of item in your base valuable to do - not just stations and Spirit Amenities. Sanctuary Points All cosmetic items now have a Sanctuary Point value – we call these Comfort Buildables. As you build more Comfort Buildables and Spirit Amenities, your Sanctuary points increase; and when they hit certain point thresholds, you will unlock special buffs for your base known as Sanctuary Benefits. Some of the benefits are things that make your base more convenient, like removing stamina costs while in the Sanctuary radius. But there are a special class of buffs that will help you on your adventures: Rest Buffs. Rest Mechanics Before, players could only sleep at night and the only thing this did was help pass the night faster. Now, players can rest any time - and after resting for enough time, if their base is comfortable enough they will gain a buff called Rejuvenation. As you increase your Sanctuary points and make your base more comfortable, the Rejuvenation buff will become more powerful and unlock more benefits. For example: Rejuvenation I - Once fully rested, receive the following buffs:
Fully restore Health and Mana
+25% Stamina Regeneration for 20 mins
Rejuvenation III - Once fully rested, receive the following buffs:
Fully restore Health and Mana
+30% Stamina Regeneration for 30 mins
Stay nourished from food 10% longer
We hope between the Sanctuary benefits and the Rest Mechanics, this will make it feel more motivating to build out a base and have base building directly tie into the exploration gameplay.
Previously, Spirit Amenities were purely cosmetic, decorative stations that were built to attract Spirits to the base – they looked special but didn’t really follow through in any significant way. We wanted to give more impact to the amenities - after all, if the Spirits think they’re so great, you should too! Now each Spirit Amenity has a gameplay purpose, such as: Spirit Tree
Increases growth rate of farm plots placed near it
Spirit Hot Spring
Interact with this to receive a potent healing buff
We believe this will offer more interesting choices as you’re building out your base, as well as make the Spirit Amenities feel more unique and magical.
We’ve always wanted players to feel like they are building a living, thriving Sanctuary for the Spirits, but it has fallen a bit short of that. Players really love that Spirits show up in the base (it’s actually one of the highest rated features in our surveys), so we decided to lean into that! Now Spirits can show up at almost any of the comfort buildables and stations to hang out. They’ll spawn in and out, and hopefully show up in some surprising and delightful places. You’ll also notice that it's not just Guide Spirits (the lil blue guys) showing up, but now Spirit Companions (Tideray, Cindertail, etc) can show up in some places as well! This is just one small step towards integrating Spirits more into the base, and we hope to add even more Spirit features to the base and game overall!
This will be in our Tend, Build, Thrive patch on March 30th! Since we’re close to our launch, this is our final sneak peek blog for this patch! In our next Dev Stream we’ll be sharing an overview of everything coming in the patch, so make sure to tune in! Have ideas for Sanctuary Benefits? Or where Spirits can spawn? Things you want the Rejuvenation buff to do? Let us know in the comments or catch us in Discord and talk directly with us in our ask-the-devs channel! Until next time, TH Stephiroth
Hello Voyagers! Stephanie / Stephiroth here. While we’re still working hard on the Tend, Build, Thrive patch coming in March, we wanted to share a bit of behind-the-scenes of two of the exciting features that will be debuting: Farming and Weather! As a reminder, any content mentioned is subject to change as development progresses - so there may be differences between what we preview here versus the final patch release.
You bet there is! Check out our updated 1.0 Roadmap to see more details. But we have a big patch titled Tend, Build, Thrive coming in March, which is focused on adding more depth to managing the base, more purpose and motivation to build out a base, and making the base feel more like a living Spirit Sanctuary. As part of that, we have a lot of exciting features in development and we can’t wait to share more. Stay tuned for our Dev Streams to see the latest developments, but for now, let’s get to Farming and Weather!
Farming was one of our top requested features from players on our Feature Upvote Board, and we thought this would be a great addition to the game. Voyagers has a heavy focus on exploration and base building, and Farming does a great job of adding more interaction with the resources you’re discovering in the world, and creating new ways to build, customize and manage the base. We hope you’ll enjoy creating a beautiful Sanctuary while reaping the hard-fought rewards of exploration well-done.
Tend to your base in an all new way with Farming! While exploring and gathering in the world, any plant collected will have a chance to drop a seed. Bring this seed home, plant it, water and tend to it, and over time it’ll grow into a harvestable plant. Plants do not die when unwatered, but will stop growing unless they have been watered.
There is a new item, a Watering Can. The base watering can is a simple vessel with lower durability and water capacity, and it certainly gets the job done. But as you progress through the game, you’ll be able to upgrade the watering can to get more water capacity, higher durability, and even higher spray radius to water more plants at once. These are fresh-water plants, so you can’t just fill your watering can from the ocean. Fresh Water sources, by way of waterfalls, have been added to each biome. Go up to any fresh water source and fill the watering can; then you’ll be ready to water your plants! As you progress in the game, you’ll unlock new buildables that will help with water production:
Desalinator: When placed on salt water, it will gradually filter the water to be usable for Farming, as well as produce salt as a by-product for cooking
Wellspring: Powered by magical spirits, this buildable can be placed within any Sanctuary, and will produce infinite Fresh Water.
You’ll be able to farm nearly any type of plant you can think of, including plant fiber, vegetables, fruits and even biome-specific trees!
Over time, as you build up your Sanctuary and continue to level up, you’ll be able to place special buildables near your Farming plots that will help your plants grow faster as long as they are within a Sanctuary.
Of course it does! Let’s talk about weather.
Not only is Weather a highly requested feature, but we’ve always wanted the world of Nera to feel alive - things aren’t static, things are changing. While we have a beautiful, sunny environment and eye-catching sunsets, we wanted to add more depth to how the world is experienced and what can happen within Nera. One day you could be smooth sailing and exploring under clear skies, the next day it’s mired in fog and you’re struggling to make it back to shore. These types of experiences make adventuring in Nera feel different from day-to-day, session-to-session and offer new gameplay opportunities and choices (“should I go out now, or should I wait for the storm to end?”, “oh no, our boat is being struck by lightning! hurry, repair!”)
We’re still developing what types of weather states there will be, but we’ll have at least the following weather states:
Fully clear day
Light fog / Humid day
Foggy
Lightly Raining
Heavy Rain
The world will cycle between those states, tracking which weathers you’ve had and trying to make sure you have a good balance and that you aren’t stuck in a perpetual rainstorm! There will also be a server toggle to disable weather in the Server Settings; so if you want only clear skies, you’ll be able to have that - but you will miss out on any special gameplay mechanics from weather.
We are still exploring all of the possibilities for weather, but to begin with:
Rain will water the Farming plots in the base
Fog will occlude visibility
We are excited about the possibilities having Weather opens up, like storms where you need to dodge lightning strikes, windy days speeding up the boat, meteor showers that spawn special events - let us know what you would be excited to see! To learn more about weather, check out the VOD from our most recent dev stream!
We’ll be sharing more sneak peeks at the features coming in the Tend, Build, Thrive patch, so make sure to look out for future Dev Streams and Dev Blogs to hear all of the latest updates; or catch us in Discord, and ask us directly in our ask-the-devs channel!
Hello Voyagers! Stephiroth here. Today we want to talk about some updates to the Early Access Roadmap for Voyagers of Nera.
From the very beginning, our goal with Early Access has been to build this game alongside the community. Over the first four months of Early Access, we’ve received almost 2000 steam reviews, 600+ Feature Upvote posts with 12k upvotes, and thousands of survey responses! The community engagement has been amazing, and your feedback helps us make Voyagers the best version of itself.
We’ve learned a lot through your feedback and we’re excited to share our updated Roadmap. Before we dive in, I want to share some of those learnings and how they’ve shaped what we’re planning next. (Similar to the post we shared following our Early Access launch!)
Let’s start with some of the good things we’ve seen.
Players love our world.
The atmosphere, the lore, the setting; it’s been incredibly rewarding to see how deeply these things have resonated. The tales of previous Echoes, the motifs of the Ancients scattered throughout the world, even the inhabitants themselves, though gnarled and corrupted may they be… all of it has landed in a really meaningful way for many of you. That is really exciting to us, and it makes us want to keep expanding and deepening the story; not just through text, but through the world itself (like stumbling upon encampments left behind by Echoes who came before you).
Players love our art style. From sunsets and water reflections to the way grass sways as you walk through it, we’ve heard from many players that Voyagers is a place they can relax and lose themselves in… and that means a lot to us!
Players love building. We’ve seen so many incredible creations from the community; everything from small seaside shanties to mega-mansions and elaborate resorts, on both land and sea. The boats alone have blown us away, from tiny scouting vessels to fully mobile bases. Seeing what you all build has been truly inspiring.
Players love Spirits. Rescuing them, having them populate your base, following you around, and now leveling up and growing stronger alongside you; these little guys have really struck a chord. We’re excited to continue weaving them more deeply into the experience over time.
There’s plenty more we could highlight here, but these are some of the biggest themes we’ve seen. Now, let’s talk about what’s not going so well.
The ocean is lacking content and activities. This is one of the loudest and clearest pieces of feedback we’ve received. Players want more life, more things to discover (like decorations, creatures, sunken ruins, treasures) and more novel gameplay experiences. We completely agree. This is especially important to us, because we want Nera to be a vibrant ocean world with mysteries to uncover and discoveries at every turn.
The Deep Zones between biomes are frustrating and repetitive. While they create a strong first impression (“oh wow… what is that thing?!”), that feeling doesn’t really hold up over time. Many players find them too punishing, overly repetitive, or both. This is an area we want to revisit so that we can create something that provides a high stakes and intense moment, but with more meaningful gameplay than current day.
The world is big and beautiful, but often feels empty. We hear this feedback clearly. There needs to be more to discover and interact with: signs of previous life, special challenges, puzzles, hidden recipes, and moments that reward curiosity.
Combat feels stiff, repetitive, and gets stale pretty quickly. This has been a long-standing piece of feedback. While we’ve made some attempts to improve it, it’s clear we’re still missing the mark in responsiveness, game feel, as well as enemy variety and interaction with the enemies.
Controller support is still lacking. Controller players have been incredibly patient. While our initial controller update helped a lot, there are still painful gaps, like D-pad navigation and missing functionality, that we know make the experience frustrating.
And lastly, some of the things the community really wants to see in the future!
Beyond feedback on what exists today, there’s also been a lot of excitement around features and systems players want to see added:
Farming and base management activities – building is fun for a lot of players, but there aren’t enough reasons to build or things to do once you’re there.
More underwater content – more enemies, discoveries, and activities beneath the waves.
Fog of War / map revealing – to restore mystery, discovery, and better track exploration.
Recipe discovery and world findables – leaning more into exploration as a way to unlock knowledge.
A Lore / World Codex – a place to collect and revisit the rich lore of Nera.
Achievements – players wanted this even at the start of Early Access, and its something we absolutely want by 1.0.
An expanded quest line – more guidance, more story, and more context delivered through quests.
Climbing (or vertical traversal tools) – while full climbing is a big design shift, we’re actively exploring alternatives like hookshots, improved jumps, and other mobility options.
A new biome – of course!
There are many more, but these represent some of the strongest recurring themes.
After weighing all of this feedback, we’ve made some significant and exciting changes to our Early Access Roadmap:
We’re excited to add features you’ve requested, like bringing the world to life with Weather, adding mystery through Fog of War and map discovery, new ways to explore with the hookshot, and new things to discover like hidden recipe blueprints in the world. The roadmap isn’t everything; we have surprises ahead and can’t wait to see your reactions!
There’s one change in particular I want to call out directly and be super transparent on.
We previously mentioned targeting five biomes for 1.0. After a lot of discussion and reflection, we’ve decided to change course here.
The truth is, a fifth biome no longer feels like the right fit for where the game needs to go, at least not as originally planned. Rather than spreading ourselves thinner, we feel that this time would be better spent elevating the underwater space to be a more full-fledged biome gameplay space with new enemies, resources, places to explore, encounters, special equipment and more! We believe this will make the game a better experience and be a more direct answer to the feedback we’re hearing.
Because of that, the Sandsea will be the final elemental biome for 1.0.
This is a different plan from the original Roadmap we shared near the beginning of Early Access, and may feel surprising to some of our early players, but we feel strongly that this will lead to a better game based on the feedback we’re hearing.
This roadmap outlines the journey to 1.0, but our voyage continues beyond that. We are not ready to reveal post-1.0 plans yet, but we look forward to getting even more feedback and ideas from players, and the updates that those inspire!
We are excited about Nera's future and hope you are too.
As always, let us know your thoughts about the updated roadmap in the comments. We’re listening!
Sincerely, TH Stephiroth and the Treehouse Dev Team
We’re kicking off the year with our first patch of the New Year, primarily focused on fixing bugs and polishing improvements discovered during the Ships and Spirits updates. These fixes should help alleviate some of the issues players were experiencing and improve some of the largest performance outliers—especially when it comes to boats. We’re still actively investigating biome-related performance issues, which will be addressed in a follow-up patch. We have more content-focused updates planned throughout the year, so stay tuned for a roadmap update coming soon!
Change
Bow ammo now automatically swaps when a stack of arrows is depleted.
Controller keybinds are now remappable in-game (some issues still being worked on).
Dedicated servers now log an error if save data cannot be written to disk.
The Emote Wheel is now accessible on controller.
Cannons can no longer be deleted while containing inventory.
Elemental Path subclasses now include images and clearer descriptions.
Outriggers now include ladders so players can climb back onto the boat.
Removed misleading cannon reticle that caused missed shots.
Boat sails and Sailing Stone previews now indicate facing direction.
Cannon spirits now play a recoil animation when firing.
Map markers now include additional hoverable labels.
Boat performance improved through reduced calculations and better network culling.
Cannon firing is less likely to accidentally hit your own boat.
Added more resources and decorations to the Greatwood.
Embrace Elder Spirit encounter difficulty increased to consistently spawn level 8 enemies.
Improvements made to prevent potential save data failures.
Fix
Keyboard bindings using glyphs now display correctly.
The Construct can now properly target players behind it.
Basic Patch Kit name and description are now translated.
Hold-Interact glyph alignment fixed for controllers.
Hotbar no longer disappears when opening inventory while sailing.
Blueprints placed on moving boats now display correctly for clients.
Shadow Quality changes now apply immediately.
Host character no longer appears broken when joining mid-interaction.
Respawning on boat bedrolls no longer causes players to fall off.
Reset-to-Default controls now persist between sessions.
Cold vignette effect no longer persists incorrectly while on boats.
Boat storage chest names now persist correctly.
Attunement screen drag behavior fixed.
Boats can no longer be built underwater.
Deleting sunken hulls no longer grants free resources.
Tidal Wave ability loop now ends correctly.
Duplicate boat bow meshes removed from blueprints.
Cannon inventory now updates correctly on first use.
Spirit Companion XP statue map icons are now aligned.
Scrollbar no longer appears in Build Mode on boats.
Boat sunk status now updates correctly on the map.
Cascade particle effects now display properly.
Boat control loss after beach collisions has been fixed.
Crashes fixed in Character Creator and Enemy Spawner systems.
Performance issues caused by excessive crab logging resolved.
Various hotbar visibility issues after using the cannon resolved.
Totems now persist correctly after rejoining a session.
Clay now correctly uses Hold interaction.
Players can become invisible if they are in a sunken boat's cannon when the boat is.
Player is no longer kicked off their actively used station if a different station they previously used is destroyed.
Fixed missing collision in floor in Greatwood Ruins that has the Abyssal Spire.
The "Powered Storage Chest" function cannot be used to build Sailing items even when all requirements are met.
The text "Primordial Gate" no longer appears cutoff when viewed in the Attunement Menu.
Using a directional on the Right Thumbstick as a custom input will display the correct glyph.
The user cannot move the camera or aim when zooming in with the bow
Arrow count now displays correctly when the player exits the cannon
Players should no longer be stuck on a black screen if EOS Login and Matchmaking are both down when trying to connect
Known Issue
Socketed building pieces may not rotate correctly with blueprints.
Mounting Plaques do not persist their contents—store trophies safely for now.
Some buildable items still cannot be crafted from storage.
Certain Audio and Display settings do not apply correctly.
Interacting with the Bullwog while it is moved can cause a crash.
Controller ‘A’ button cannot currently be rebound.
Duplicate-binding warnings do not appear for controller keybinds.
Thank you as always for your patience, feedback and enthusiasm! Happy Voyaging!
- Stephiroth
Header Credit: Midnight Aether, from the ‘Build-a-Boat’ screenshot contest!
Hello Voyagers! Stephiroth here, and happy New Year! We're back from the holidays with a lot of new learnings and ready to tackle 2026.
Our December patch brought a ton of new players into Nera - thank you so much for your support and for all the feedback you've been sharing! It's been incredible to see the response - we had tens of thousands of new Voyagers join the fight against The Deep, over 1700 streams of seafaring shenanigans on Twitch, and the average stream length was 4.5 hours! Not to mention a community organized Raid Train! HYPE!
We're seeing a lot of excitement about ship customization, the companion spirit updates, the new trials and more. It has been so fun to watch players build wild custom vessels, experiment with their builds and share what they think is the most OP, and also watch the community come together and share things like game guides, tips and tricks, and fun new suggestions for the game!
Unfortunately, it hasn’t all been smooth sailing. We've also been seeing some new sources of major player pain that fit into a few categories:
This has been the most prominent concern, and it's coming from multiple causes:
The crab FPS issue that's affecting many players
Boat performance on servers
FPS instability in the second and third biomes
Compatibility issues and crashes with specific GPUs
Check our forum post to see more info about the issues, and understand how you can help!
Steam and Epic had outages around Christmas that our game didn't handle well, which led to lost progress for some players. This is unacceptable and we're working on better handling for these scenarios.
As expected with any major update, we're collecting data on plenty of new bugs and working through fixes.
We have a patch dropping in the next few days that addresses many of these issues:
Performance & Stability:
Lots of bug fixes
Crash fixes
Improvements to boat performance
Hopefully have the crab FPS issue fixed!
Quality of Life:
Rebinding controller buttons (still got some work to do on this)
Emote wheel for controller
Naming boat storage
And more!
We're doing broader planning for how to organize our major patches this year. Look out for a revised roadmap coming soon that will give you a clearer picture of what we're working toward!
Thank you for sticking with us through these growing pains. Your patience and detailed feedback help us improve Voyagers every single day.
See you on the waves!
Steph and the Treehouse Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Voyagers of Nera, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Voyagers of Nera statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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