In-game
You startarriving in the city by boat
Every patch of soilis different
The power plantburns timber someone has to stock
Weatheris the same for everyone on the server
Townsfolkanswer when you talk to them
The drawbridgeopens when a boat sounds its horn
Voice chatcarries to the people near you
Your thingsare still there when you come back
The worldkeeps running while you are away
You startarriving in the city by boat
Every patch of soilis different
The power plantburns timber someone has to stock
Weatheris the same for everyone on the server
Townsfolkanswer when you talk to them
The drawbridgeopens when a boat sounds its horn
Voice chatcarries to the people near you
Your thingsare still there when you come back
The worldkeeps running while you are away
A coastal city on an archipelago at golden hour
Terrestrial
by Chronet Studios
An open-world multiplayer game set in a small coastal city and the islands around it. Farm, fish, sail, skate, trade, keep the town’s power on — together with other players, in a world that carries on where you left it.
In development · v0.6Online multiplayerWindows · Steam playtests
Build a place together. Live with what it becomes.

A city and its islands

You start on a boat into the harbour: pick a name and a face, step off onto the quay, and you’re playing. No tutorial. The city was running before you got there — shops, jobs, street lights, a power plant.


Around the city is water: a big island across the drawbridge, and smaller ones you can only reach by boat. The city itself belongs to the townsfolk — building, farming and settling happen out on the islands and in the wilderness. And the land reacts to all of it: forests thin when they’re over-felled, worked ground wears, damage spreads slowly to its neighbours, and nothing resets when you log off.

From the shore through the city toward green hills and a municipal smokestack
Concept art
In the game right now

What you can do

Two players working tilled plots beside a greenhouse
In the game
Farm
Till a plot, tend the soil, grow what suits it.
A quiet pond in the wilderness with a line in the water
In the game
Fish
Cast a line at the ponds and rivers, and cook the catch.
Deer grazing at the edge of a spring meadow
In the game
Wildlife
Deer, boar and rabbits live out there, breed, and can be hunted.
Players working materials at an outdoor mill and forge yard
In the game
Craft
Lay materials at real stations in the world — no menus.
A player raising a timber structure in a wilderness clearing
In the game
Build
Past the tree line, the land is yours to build on.
A campfire at dusk on the edge of the city
In the game
Survive
Hunger, warmth and stamina all matter, and a fire helps.
Two people talking outside a shop
In the game
Talk to the townsfolk
Speak with your voice; they answer in theirs, and they remember you.
Townsfolk at work along a morning street
In the game
A town with jobs
Shops and services keep the townsfolk’s real working hours.
Market stalls with stock laid out in the plaza
In the game
Trade
Rent a stall and your stock keeps selling while you’re away.
A car being fuelled for a trip out of town
In the game
Drive
Own it, lock it, find it where you parked it.
A pack, hotbar and storage chest as physical things
In the game
Own things
Items are physical — and chests keep yours safe between sessions.
Beehives in a summer meadow
In the game
Keep bees
Build hives, wait for a swarm, come back for the honey.
Fruit trees and stumps in a worked woodland
In the game
Harvest — and regrow
Stumps regrow and orchards recover. The land remembers.
The same street across four seasons
In the game
Seasons
Days, seasons and years pass through the same place.
A hotel corridor with powered rooms
In the game
Go indoors
Hotels and flats with real rooms, stairs and working doors.
Images are concept art of the game’s systems, painted in its world.
Every island needs something. Every player can move it.

Boats and the harbour

The marina’s hire board has something for every budget — from a jetski to a party boat that fits the whole crew, and a sailboat that never needs fuel. Hire one for the day, or save up and buy your own. Sailing uses the actual wind: how fast you go depends on where it’s blowing from and where you’re pointing.


The city is a working port — berths, a quay, a cargo dock, and a drawbridge on the way north that opens when a boat sounds its horn. Goods move because players move them.

A player at the helm of a sailboat leaving the harbour, drawbridge behind
Concept art
A weather front moving in over the coast
The city only stays alive if someone keeps it running.

Power, weather, night

The city’s power plant burns timber that somebody has to stock. Homes get power first, then the street lights, then the decorative lights — which are the first to go dark when fuel runs low. If the wood yard runs dry, the whole city goes dark until someone feeds the plant.


Weather is shared: everyone on the server sees the same storm, the same rain, the same lightning at the same moment. And when something catches fire, there are hydrants, extinguishers and a firetruck — whoever is nearby is the fire brigade.

Feeding timber into the municipal generator at dusk as the street lamps come on
Concept art
Make a life, not just a base.

The everyday stuff

Buy a deck at the boardwalk skate shop and ride the skate park — take a timed run and the best scores go up on a chalkboard outside for everyone to see.


Post on the town noticeboard. Set a campfire on a beach and feed it logs. Keep a garden. Drop a friend some cash on the pavement. None of it is a quest — it’s just a town, and you live there.

A kickflip in the waterfront skate park, the shop and chalkboard behind
Concept art
Multiplayer

A world on a server, not a lobby

Terrestrial is built like a small MMO, not a co-op session. Press Play and you get a list of servers — each one a whole named world with its own map, its own history and its own players. Pick one, look over its map, and you arrive in its city by boat.


Worlds run on dedicated servers and keep going while you’re away: crops grow, the plant burns fuel, the townsfolk keep their shifts. Your character belongs to the world it lives in — come back tomorrow and you’re the same person, with the same money, the same chests, the same boat where you moored it.

A map of the archipelago — the city, the islands, the routes between them
Concept art
Every server is a world
Each server grows its own archipelago from its own seed — different islands, same rules. Choosing where to play is choosing which world you live in.
One truth per world
The server runs the single authoritative copy of the world. Everyone sees the same thing, nobody can act as anyone but themselves, and the world is saved server-side.
Crowds that feel local
Voice chat is proximity-based — the people near you hear you, and a busy plaza sounds busy. Friends find you through Steam. Today servers are co-op sized; the tech to hold hundreds of players in one continuous world is built and in testing.
Development
Follow along
Terrestrial is in active development. Every update is written up in the changelog, the roadmap shows what’s next, and playtests are organised through the Discord.