Stellar Overload
Now available on steam
Watch the trailerGet it on Steam
Early Access - Update 5
Available on Steam
View Steam Page
Stellar Overload:
a futuristic adventure game set on cubical planets
Watch the trailer
Adventure, construction, Multiplayer More Information A music that serves the story Listen

Let’s shed some light!

2015-12-14 Development
As some of you may have noticed, the flash light is especially useful when exploring dark cave holes. But when the cave walls are made of a dark material, the flash light had a tendency to deteriorate the material’s rendering properties leading to graphical artifacts.

Another type of artifact was visible with the dynamic shadows activated: in some caves or closed rooms, like the Rokh Camp’s secret basement, you could see areas lit by the sun even if the sunlight shouldn’t have reached these areas.

To address these issues, we had to teach the Unreal Engine how to use our voxel lighting information in its lighting computations.


To roll in the grass

2015-12-10 Artistic
We need some grass!


Some have wished to see more developed flora on the surface of our beloved planet. I have spent a few days working on the design of some plants. Besides a richer visual aspect, these plants will be useful for crafting and even sometimes will allow you to hide.

Rapeseed, wheat, wild grasses, ferns, daisy, clover and lichen are scheduled...

That's all.

For the moment ;)

Tellus has been leveled!

2015-12-08 Development
A visionary once claimed that someday Tellus would really be cubic, and not the union of 6 topologically unrelated faces.
Scientists and explorers have been astounded to discover that this prediction has come true since! The planet is now continuous from one face to the other, as if the world had become extraordinarily uniform and coherent.

A probe has been sent to film the edges of the planet as a proof of this radical change:


On a given morning...

2015-12-03 General

“It was not so much a modification of the darkness, as a sigh of relief, a slight relaxing of tension, so that one felt, rather than saw, that the night had suddenly lost a shade of its density... ah! yes; there! between these two shoulders of the hills she is bleeding to death.”

Hope Mirrlees, Lud-in-the-Mist

The crafting stations

2015-11-30 Artistic
Warning: this post contains artistic parts that might offend your sensitivity


The cooking machine, the Tech factory and the processing unit are essential to crafting in the alpha: The Rokh Camp.
In the final game there will be many others that you will discover, repair or activate to power your quests with more and more elaborate and special items.
They can be machines, places or tools that indicate, with their designs, the nature of the items they offer (about this point, we think we still need some improvements)
It is also a great artistic opportunity to imagine cubic machinery or the future inspired by contemporary tools or production places (kitchen, laboratory, studio, production chain, 3D printer, loom, laser cutters, etc.)

Yum yum!



2015-11-25 Development
Hi everyone!

During the last two months, I spent about 2 – 3 weeks working on optimizations in order to reduce the world’s loading time. The aim is to reduce the time required for blocks to pop in the world, which shouldn’t be mistaken with the FPS (frame per seconds).
Since we continuously add new content in the game, this optimization work needs to be done regularly to keep the game playable.

Before diving into numbers here are the key steps of our engine, that we optimized, and their definition:
  • Generation: A logical block model of the world is generated
  • Sun: All the areas reachable by a vertical sun are computed
  • Light: The lighting of each block is computed, using the sun and light blocks information
  • Geometry: The final geometry, which will be sent to the graphic card, is computed

The last measurement (loading 80m) is easier to understand. It represents the time really needed by the game to fully load, at the maximal view distance. The sum of the engine’s key steps can be greater than this time, because it is parallelized.


As you can see, a first set of optimizations was already included in the multiplayer version, and more have been implemented since. Globally we already divided the loading time by two!

Note: These measurements have been done on an i7-4820K @ 3.7GHz with 32 GB RAM and a NVIDIA GeForce GTX 960 using the universe seed 1.


All stations red alert! This is not a drill

2015-11-18 General
Your mission Number 6, should you decide to accept it, is to decrypt the information hidden in the remaining data fragments from the viral attack that corrupted our crafting recipes. As always, should you or any of your force be caught or killed, the HQ will disavow any knowledge of your actions. This message will self-destruct in five seconds. Good luck, Number 6.

Close We use cookies to ensure that we give you the best experience on our website.
By continuing to browse the site you are agreeing to our use of cookies. Click here for more information about cookies.
Subscribe to the Stellar Overload news RSS feed
Cancel Submit

Thank you for accepting the terms.