Engineering ·

Building Structures, Not Snap Pieces

Foundations that follow the ground, walls built from real courses, openings that remove bricks and receive lintels, and timber that has to be supported.

Elevation of a brick wall built in running-bond courses on a stepped foundation that follows sloping ground. A window and a door opening have bricks removed and lintels above them. The top course is being drag-placed, shown as outlined ghost bricks.Schematic
Masonry courses, openings and lintels

Development update. The construction system is in active development, and what is described here may change.

Most survival games build with snap pieces: a wall segment, a floor tile, a doorway prefab. It works, and it is quick, but everything ends up the same size and nothing is really built so much as placed. For Nova Eridani we wanted construction that feels physical without becoming tedious.

Foundations that suit the site

Foundations are defined by their dimensions rather than by a tile count. You set out an arbitrary rectangle at the size you need, and the foundation responds to the terrain beneath it instead of assuming the ground is flat. On a slope, it steps down to meet the ground.

Real courses

Walls are masonry, and masonry is built in courses. Bricks are laid in a bond, course on course, with the offset you would expect. You can place individual bricks when you want precise control, and you can also drag out a run and have the wall build along it.

That is the balance we are aiming for: brick-by-brick logic without brick-by-brick tedium. You should never need to click several hundred times to build a shed, but the shed should still be made of bricks.

Elevation of a brick wall built in running-bond courses on a stepped foundation that follows sloping ground. A window and a door opening have bricks removed and lintels above them. The top course is being drag-placed, shown as outlined ghost bricks.Schematic
Courses on a stepped foundation, with a window and a door opening, their lintels, and a course being drag-placed.

Openings and lintels

When you place a window or a door, it removes the bricks it replaces. Those bricks are not destroyed; they are part of the material accounting. Above the opening, a lintel is inserted automatically, because without one there would be nothing holding up the courses above.

This is where the system starts to feel like construction rather than decoration. Openings need support, and the wall around them is still a wall.

Timber and support

Timber posts and beams let you frame structures, and they carry load. Structural support is validated, so a beam needs something to sit on. A beam pushed out past its supports is rejected rather than floating in mid-air.

Axonometric view of a timber post-and-beam frame on a foundation slab. One post and the beam it carries are highlighted with a load path arrow. A ghosted beam projecting past the frame is marked with a red cross as unsupported. Dashed rafters suggest a future roof.Schematic
A timber frame with a highlighted load path, and an unsupported beam marked as invalid.

Roof systems are part of the ongoing work. They are the next big piece, and they will build on the same support rules.

Editable, and recoverable

Everything you build stays editable after you have placed it. Components can be adjusted, and dismantling a structure recovers its materials so they can be used again elsewhere. Construction also saves and loads with the rest of the world.

Buildings that grow up

The same components are used, where practical, for the settlement's production buildings. A Woodcutter Station is intended to start as a simple timber structure and evolve with the settlement: brick and timber later, and eventually an advanced industrial building. Because they are made from the same pieces, they stay part of an editable world rather than becoming fixed props.

Three side elevations. Tier 1 is an open timber lean-to with a tool rack of axes, a sharpening bench, a log pile and a charging post. Tier 2 is a brick building with a timber roof, lintels and a covered log store. Tier 3 is a clad industrial unit with integrated lighting, a roller door, enclosed equipment and a service arm.Schematic
The intended progression of a Woodcutter Station across three tiers.

We will share in-engine captures of the build mode as it matures.

More updates

Development

A home in the habitat

Test build 0.1.403: the habitat from the care package is furnished as a home, with smart glass, lights on the colony's power, a working colony terminal, a bunk, a chair, a shower and a toilet, each with its own animation and seen by the crew in co-op.

Development

Told by Melanie

Test build 0.1.385: the opening film rewritten and told by Melanie, with new scenes inside Genesis's holds and out in the trial bay, a reworked bomb, and a fly-in to the Meridian the first time the title screen opens.

Development

Your game on Discord

Test build 0.1.393: your friends on Discord see the mission you are on and where you are, with a picture for each place. Voices, music, sound effects and menu sounds each have their own volume, and the opening film's narration plays at the right level.

Private testing · Steam page later

Follow the expedition

A private beta for a small group of testers is being set up, and the store page will follow. Until then, every change is written up in the development log, with an RSS feed so you never miss one.

Nova Eridani is in development. Showcase 01 — “Arrival” is in private testing. Screenshots are from the in-development build.