Work Continues

We continue working on our game.

Some people ask if there is some kind of development roadmap and when a new release will be available. The problem is that there is no roadmap and we do not have any estimates.

Game development is a hobby for out team and we do it in our free time. It is impossible to predict how much of this time will be available in future and when a new version will be completed. So, just “when its done (c)”.

Currently we are working on adding more items and upgrades to the game. Some new ideas are created by players, and sometimes even bugs can help in making some cool stuff! E.g. a recent bug caused player landing party to start shooting with acid, like the klisk mutant in the Heritage quest did. That looked cool and we decided to make a regular landing party weapon that uses acid effects.

Next version will also contain some new side quests and Steam trading cards. Stay connected!



How players turns into commiters

Today, you will hear a dev-log not from the developing team, but from one of the players, that have helped us with the code.

Some time ago, I had nothing to do at the evening and had spent it watching videos on Blacksilverufa’s (Russian let’s-player) Youtube-channel. And I had stambled upon the Let’s Play of AuroraRL. The game got me interested, and after some researching, I’ve found out that the project is opensource, and I can participate in it. So, I’ve downloaded the sources, opened bugtracker and that’s how it’s all started. I’m not a professional programmer – it’s a hobby for me. And opensource project is a great way to practice.


Egor(our lead programmer) pitches me some work from time to time, and gives me advices how to do it the right way.

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Development Report

Players keep suggesting lots of features for the game. Sometimes, they’ll write huge walls of text with the description of their dream game. For the next version, we have implemented some of the new features that players have been suggesting for a long time:

Now there is more incentive to research monsters. From now on, you can’t see the HP of unresearched alien animals, and the landing party deals more damage to the researched ones (because the soldiers know what weak points to shoot at).

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How to Report Bugs Properly

Here is a short instruction on how to report bugs in the game if you want to really make the developers’ liveseasier by helping them correct them.


First of all, the best way to report bugs is through the bugtracker. You can find it here:

The bugtrackter is a convenient tool of organizing the process of correcting bugs. You can create descriptions ofbugs, attach the necessary files, assign them to team members, and track the progress of their correction. As of right now, anyone can create bug reports, you don’t even have to sign up.

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Development report

We had a pleasant surprise this weekend: one of popular russian youtube streamers has created a letsplay video for our game (link below, it is in russian) and we had a great increase in number of players… and number of bugs and complaints!

So now we are actively preparing the 0.4.2 release that will fix major bugs and will also have some improvements requested by our community.

What new things will we have?

1) Environmental dangers on planets.

Forget about wandering the unhabited planets freely. Falling meteors, tornados and acid rains will make collecting resources more challenging.


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About translation

This will be a post about my work as a translator.


Finding this job was a total accident: I was forced to stay in a city I didn’t know for a long time, got to know the writer, and when he found out I was a translator, he said it was “the kind of coincidence you’d see in a movie.” I agreed with that statement, because, firstly, I had been looking for a job for quite some time, and secondly, I got pretty excited when I found out more details about the job. After years of translating mostly shows about hunting and sports, Russian TV series, and documents, I was glad to translate anything less depressing even for free; but as it was, it was a no-brainer.

Speaking of the details: this was the first time in my life when I’d had to deal with VCS’s (or version control systems), since all the work gets done through them. For laymen, it’s something like a multiplayer cloud service that allows a whole bunch of people to work on a project (usually some sort of program) and make changes remotely. Of course, random screw-ups and cryptic error messages like “errno1488: heading directory parent merged with ur mum hahahahaha” happen all the time; in fact, the boss and I only fixed one of those screw-ups minutes before I started writing this post. Usually this is done through entering various commands (I have a very dim understanding of what they actually do) through the console, which is kind of fun: as a humanities student, it makes me feel like a hacker from an 80s movie in front of a giant screen that says PASSWORD, and I giggle.

Translating the material is always almost followed by discussions (or arguments) with the writer. As a result of those, some minor lore elements were changed, which is quite pleasant: you feel like you’re part of the team, not just some hired freelancer.


As it often happens, the most fun moments were results of random obstacles in my work. For example, one time, when I had already translated a good deal of dialogue with the player’s officers, I suddenly found out that Gordon was British. I had never even suspected it, since it had never come up while talking to the writer or the boss. I had to read all the text I had translated looking for Americanisms, so that our Welshman doesn’t look weird saying things like “wrench” or “soda pop.” Another time, my work came to a halt for almost half a day when I realized a certain quest name was a pun, and then I walked around the house with a cup of tea in my hand, trying to come up with a translation, going through every expression or even word that had to do with the theme (I even googled some glossaries). I wouldn’t say I’m proud of the end result, but I’m not particularly ashamed of it either. In fact, the writer’s texts are full of puns and humor, which is a good thing: sometimes I’ll laugh at them myself, and every good translation of those things feels like a small victory.

All in all, this job (or maybe a gig? who really cares, the team of this project doesn’t really like defining things rigidly) is definitely the best one I’ve had in a long time. For the first time in God knows how long, I try to make quality translations not because of greedy ulterior motives, but just because I want to.