Starting from now, I will be posting about any changes that are being made for each build. I’m aiming to do roughly one build post per month, in order to summarize everything that has been done.

Things are slowly being prepared to bring the game to Steam in the near future. This means bug fixing and overall improving what is currently in place, rather than developing anything major at this point. However there are still new abilities and enemies being added. Integrating Steam API and managing build processes has also been on the agenda, as preparations are made.


Build 1 (June)

– All trees, cotten bush, berry bush and rock designs replaced.  This is quite a style change for these objects, but it’s improved the quality and helped keep more flexibility with how things will look.








– More grass has been added in most areas

– You can now walk through grass, but still destroy it

– Azuria now has extra folliage with the addition of improved tree/bush designs

– Bear AI improved. Now uses Bear Rush and Dismember.

– Dismember ability added

– Tangled Roots ability added

– A new ‘Low GFX’ option has been developed. This gives an option for a different lighting method that runs without using shaders. For systems with low graphics capability, this may noticeably improve
frame rate.

Low Spec Lighting (Left), Normal Lighting (Right)



– Patch notes viewer added on the Main Menu

– Steam API integration


Posted by Phill in Builds

Build 6 – Rivers, Fishing, Abilities & More

It’s taken longer than expected with these changes, as I think there was a bit too much taken on for a single update. But here we are at last! Now to try and summarise all of the changes… One thing to note first, is that for these changes you will have to create a new world. You can use the […]

Happy New Year! Planned Future Update – Build 6

  (ノ°∀°)ノ⌒・*:.。. .。.:*・゜゚・*☆ Happy New Year everyone! For many reasons, 2016 was a turbulent year, full of shock and bewilderment. I hope that for all of us, 2017 turns out to be a better year. A year full of positive changes without any regrets. 2016 was still an incredibly significant year for Shards of Azuria […]

Build 5.1 & Future Plans

  5.1 Thoughts Last night Build 5.1 went live, which brought an end to the Halloween event and added an option to choose a movement control alignment. The movement options are to allow players to play with keyboard controls aligned to different directions, so you can choose which feels natural.  Originally at the start of […]

Build 5 – Controls, Halloween & Tweaks [¬º-°]¬

Control System Revamped – Movement has been changed to include mouse based movement in all directions by holding down Right Click. Existing WASD keys can still be used to move, but are now aligned upwards and not diagonally. WASD keys now also function by combining keys to give up to 8 directions of movement. – […]

Planned Update Oct 24th, Controls, Tweaks & Halloween

Hi all! This is my first real announcement since launch. It has been a bewildering, but very rewarding experience. The feedback and engagement has been so amazing. I’ve tried to soak up everything that has been said to try and make the best decisions moving forward. I’m working towards an update on the 24th. I’ve […]

Launch Day!

Firstly a MASSIVE thank you to everyone who has shown support so far! It’s already been so rewarding to get feedback from reviewers or youtubers. Watching people play and seeing how they react has been absolutely fascinating. In around 2hrs time, Early Access will go live on Steam: The game will be priced at […]

Pre Early Access (Build 4)

It’s almost time! On the run up to Early Access, there has been a push to tackle any major changes/fixes that impede direct progression. Being an Early Access game, there is obviously more yet to do, but I wanted to try and deliver a worth while experience. There will no doubt be bugs that pop […]

Steam Early Access – Oct 12

The time has come. Shards of Azuria will be available on Steam Early Access from October 12th! (ノ´ヮ´)ノ*: ・゚