Nature is brutal, but can you survive the Brutal Nature of man?
Brutal Nature is a multiplayer 3d survival PC game where everything in the game can be crafted and destroyed. Life in Brutal Nature is about survival in the wilderness on an island by gathering resources for crafting, building structures, hunting and being hunted. For a list of currently supported features check out our information page.
The Landscape is a smooth voxel terrain that you can mine for resources, place to build free form structures, destroy with weapons and blow up with explosives! Build towers miles tall and mine far into the depths of the earth aided by a crafting system with over 900 recipes to make everything you need to survive and prosper.
Realism will be strived for but not allowed to stand in the way of fun. Game play will be tunable from highly realistic to arcade style fun by an easy to use modding system.
Inspired by Fallout, Terraria and Dwarf Fortress, We wish to bring you a game with complex depth and exciting combat in a modern age realistic world. We heavily support modding and have made the game exceptionally easy to mod. All vanilla content is essentially a mod that can be removed, edited or replaced.
Brutal Nature is free to play while in alpha but development is supported entirely by pre-orders, get your copy today for 50% off release price!
We have been Greenlit on Steam Greenlight! Thank you for your support!
Daily development blog:
650+ days without a missed day.
2015 May 24th
More work solving memory leaks and other issues with the new bullet physics.
2015 May 23rd
Started work optimizing my usage of bullet.
2015 May 22nd
Finally got movement back to how I wanted it more or less, with low friction but not sliding down shallow slopes.
2015 May 21st
More work on the movement code. Slowly getting it how I want it...
2015 May 20th
Still having problems getting the movement how I want it to be. Looks like I need a slightly different approach to player movement.
2015 May 19th
Still working on character movement.
2015 May 18th
Tweaking physics to try and get character movement right.
2015 May 17th
Grapple now works with bullet physics.
2015 May 16th
Jumping now works correctly with bullet physics.
2015 May 15th
Worked on reimplementing jumping.
2015 May 14th
Started work reimplementing player movement using bullet physics.
2015 May 13th
Bullet collision detection is now working smoothly against the terrain for players.
2015 May 12th
More work multithreading the terrain collision detection mesh generation.
2015 May 11th
More work with Bullet Physics SDK.
Got basic collision between player/world working, But there is some nasty lag spikes as bullet produces bounding volume trees for the terrain.
Going to see if I can multithread that part of the physics engine.
2015 May 10th
Got Bullet built and working in game. Must say that it is much easier to work with then I expected. The documentation is not great but there are lots of nice working, yet simple to follow examples. You can read the source code too and it is written simple enough to read and understand.
Have some very simple walking movement setup. Not sure if I will reuse the existing movement/slope code or try to use bullet physics more directly.
2015 May 9th
More work learning bullet and getting it setup.
2015 May 8th
Decided to try using Bullet Physics library for collision/physics.
Enabled SSE2 instruction set optimizations.
2015 May 7th
Did more research into collision routines.
2015 May 6th
Discovered bugs in player collision routines, researching how to fix them.
2015 May 5th
Fixed some bugs uncovered in the basic octtree system for cubes.
Starting work on player vs octtree collision.
2015 May 4th
More work on octtree collision.