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May 21, 2025

Project Etherea

It's been a while since our last post about Project Etherea, and today I'm back to update you on some of the new things we're implementing in the game. Although we've shared this on our Discord server (which you're more than welcome to join), I’ve compiled some of the key updates to let you know what we’ve been working on behind the scenes.

When we started developing this project, we didn’t hold back in terms of effort or ambition—we’re truly putting a lot of heart, focus, and attention into details that might have gone unnoticed before. There’s more than what I’ll share here to be revealed in the future, but for now, here’s what you need to know:

  • I’ve been studying modeling and animation (two fundamental elements to visually represent the vision we’re creating), and the video above was the result of a course assignment I completed. I modeled the robot, and this was my first completed animation. It’s simple, there’s plenty of room for improvement, but I’ll stay focused on studying and practicing every day.

  • As we incorporate features into the game, we’re also building its code in an extremely modular and organized way. This allows us to transfer features from one area to another, and as we learn more, we’re able to restructure the foundation without losing features along the way.

  • We’re testing the first physics-based shaders for water, grass, and vegetation.

  • We’re creating a modular system for road construction, which means that in addition to building houses, you’ll also be able to build cities in our game.

  • The map is expandable, and its limit will be determined by the player’s hardware.

Modularity is the word that has been guiding us as we implement and refine features. Everything needs to be as modular and adjustable as possible.

In addition to studying modeling and animation, I’ve also started learning character modeling to define what the inhabitants of Project Etherea will look like.

We have the first drafts of the build mode UI. This area will likely go through changes in the future, but we’re already using this foundation to transfer the game’s tools and make building easier.

I hadn’t shared this here on Patreon before, but it might be interesting to mention that the following image was captured in-game while we were testing the wall and floor construction mechanics and implementing the first systems for doors and windows. Keep in mind that the textures used at this stage are temporary and meant for testing purposes only. We’ll revisit all of this later to visually align it with the style we’re aiming for in the game.

As we mentioned previously, we’re planning to invest in a combination of Finite State Machines and Machine Learning to allow the characters in our world not only to act as expected, but also to give them the ability to reach new conclusions based on all the data they have about themselves, their environment, needs, relationships, context, and more.

We’re now starting to build and train the neural network that will be integrated into the characters in the future.

Unlike other games, in Project Etherea you won’t choose your characters’ personality traits when creating them. You’ll discover them as you play—which means that, in addition to uncovering who they are, you’ll also have the opportunity to guide them toward who you want them to become. Each character will carry Potentialities, which are traits or talents that can develop more naturally, but it will be up to the player to decide whether to invest in them or not.

We already have a base of 75 distinct traits, and each one carries unique characteristics that are reflected not only in the information you have access to, but also in behaviors and other elements that we’ll discuss with you all in the future.

Below, you can check out the first draft of how we envision an interface for Simulation Mode. Once again, please keep in mind: this is not the final interface, just an initial concept.

There’s still a lot of data to be incorporated, and we’re actively exploring ways to do this without making the interface difficult or tedious to navigate. Our goal is for the interface to feel like an extension of what’s happening on screen, not just an overlayed layout.

We’d be happy to hear what you think about all the progress we’re making. Soon, I’ll be sharing more details and videos to show what we’re learning and incorporating into the game as we move forward. Thank you for your attention—and don’t forget to follow Boringverse Games on all social media platforms to stay up to date with the latest news!

Comments (6)

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Alex Shemesh · June 1, 2025

I remember you mentioned that the environment remembers the players mood how about doing something like that but with random effects like for example if a couple kisses on their tree it might bloom out of season...? and someone who's easily impressionable walks by gets a good mood while someone who's prudish is disgusted and all of that might or might not happen. also I think that need fulfillment should be a bit different from individual to individual, like not everything fills up in the same rate, not everybody might reach a 100% in every need and that might be hereditary and even passed along to the next generation, and you wouldn't know unless it happened.. ?

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Boring Bones · June 1, 2025

I think you will be pleasantly surprised by our approach to this topic. Sometimes it even feels like I am sharing my thoughts with you Hahahaha

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Alex Shemesh · June 1, 2025

you're welcome! I wish more game developers had such an open mind, rather than worrying what's profitable or what the audience might like rather than what you want to do

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Boring Bones · June 1, 2025

I couldn’t agree more — your words are exactly how I feel too.

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Alex Shemesh · May 21, 2025

all of this sounds above and beyond amazing ! I was just about to suggest that you should make the players discover character traits rather than make them so the player is the one that has to adjust and not the character ,but you've already made that a thing! this is going to be phenomenal !

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Boring Bones · June 1, 2025

Wooooow!! Every time I see someone excited about this idea, just like you were, I feel radiant! Lately, I’ve come to realize that much of our need for control comes from the fact that games have become far too predictable. And letting go of some of that control in favor of unpredictability is something that truly inspired me. I asked myself: what would happen if my memory were wiped and I was placed, at my current age, on another planet? Because the truth is, most people start their families in The Sims and inZOI this way — usually with a couple of young adults or adults. And while it makes sense to define who they are, it makes even more sense that they try to discover that for themselves. So that daily life becomes about more than just fulfilling physiological needs — it becomes about discovering their own identity and goals <3 So thank you so much!!