Nature is brutal, but can you survive the Brutal Nature of man?
Brutal Nature is a free to play, 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 700 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% release price!
Vote for us on Steam Greenlight! Your support means everything to us!
Daily development blog:
400+ days without a missed day.
2014 October 22nd
Fixed player model not loading the correct textures.
Changed basic chemistry table to need wood instead of wood boards to reduce the difficulty to make it. Doubled the amount of thin kaolin veins near the surface.
Optimized the animation system. Searched for new models to add to the game and found some really great ones.
2014 October 21st
Did play testing today to find bugs and check the balance of the game.
Fixed underground NPC's rising to the surface.
2014 October 20th
Many people have asked when Brutal Nature was going to have animated NPC's and the answer is: Today!
New version of Brutal Nature packed up and uploaded! Go check it out!
October 20th, 0.48 is now released:
- Fixed all known bugs
- Added GPU based skinning animation support to engine.
- Importer now loads FBX files with animations.
- Added new bear model with animations.
- Added spiders animations.
- Removed boar.
- Fixed range of steel knife being displayed as 0 feet.
- Fixed attack speed of melee weapons being displayed as 0 seconds.
- Fixed NPC's sliding underground after death
- Fixed NPC's getting stuck in the side of wall
2014 October 19th
Fixed collision bug with rescaled objects.
Fixed bug in model converters animated mesh bounds calculation and greatly reduces its memory usage.
Removed boar as it does not have any animations.
2014 October 18th
Fixed projectile vs model collision to work with the new animation data.
Fixed range of steel knife being displayed as 0 feet.
Fixed attack speed of melee weapons being displayed as 0 seconds.
2014 October 17th
Added an animation splitter to the importer, for models that have one long continuous animation that needs to be split into segments. Fixed a few more minor bugs in the animation code.
2014 October 16th
Was up till 5am last night working on the animation code. Finally got the new bear model rendering correctly.
2014 October 15th
Still working on getting the model imported correctly. Made some progress, found another minor bug or two in the animation code.
2014 October 14th
Bought a very nice bear model with animations today. Started work on getting it working in the game as my model importer code does not seem to read it correctly.
Fixed a bug with animations that had vertices bound to more bones then the GPU skinning shader supported.
2014 October 13th
Finished redundant vertex reduction. Vertex count of models reduced 50% to 80% without loss of triangles.
2014 October 12th
Started work on adding redundant vertex reduction to the model exporter.
2014 October 11th
Got GPU based skinning working correctly. Went much easier then I thought.
2014 October 10th
Started work on implementing GPU based skinning for the model animations.
2014 October 9th
Got projectile collisions with animated models working correctly.
2014 October 8th
Added per animation bounding box data to model files.
2014 October 7th
More work on animation framework. Did some refactoring so that animations are simulated server side as well so collision can be done correctly.
As expected, getting animations working well will take this entire release cycle. Collision code has to be tweaked and the skinning code has to be optimized heavily, most likely shifted to GPU skinning.
2014 October 6th
Bug fixed and optimized animation code.
2014 October 5th
Added animation switch between idle and running.
Running animation speed now depends on the actual speed the NPC is moving.
2014 October 4th
NPCs now play a death animation when they die.
2014 October 3rd
Added support for multiple animations in the model converter.