Is there a release date?
Not yet. The game is pre-alpha, and any date I named today would be a guess dressed up
as a promise. You'll hear one once it's real.
What platforms?
PC: Windows, macOS and Linux.
Is there multiplayer?
Not yet. Most of it is built: the lobby, teams of up to four sharing a faction,
spectators, chat, LAN discovery, even a headless dedicated server. The trouble is the
netcode still drifts out of sync, so it's switched off in playable builds rather than
shipped broken. It goes back on when it holds together. For now the game is
single-player.
Can I play solo?
Yes, and right now that's the whole game: single-player against AI opponents, or a
sandbox with the pressure systems switched off.
Can I mod it?
Yes. Drop JSON files into the mods folder to override buildings, units, research and
resources. Steam Workshop support is planned for later.
Is it historical?
No. It's a fictional 16th century with historically flavoured nations, so the
period shapes it without pinning it down. You won't find real dates or real people.
Who's making it?
An independent developer in Austria. It's a lean operation at the moment, and no
publisher is attached yet. That's a door I'd like to see opened, not one I'm holding
shut. The right partner would put real artists on the placeholder work and get a better
version of this in front of far more people. Publisher, funding or neither, the game gets
finished; those things decide how good it ends up and how soon.
Is AI used in development?
Terra Nova is being built with limited resources. To turn the vision into a playable
prototype, I use AI tools in supporting roles — coding assistance, debugging, research,
and documentation. Some of the images and the spoken narration in the current build are
AI-generated placeholders.
That extends to marketing material. This website was built with AI assistance: the
layout, the code and the placeholder graphics were put together from the game's own design
documents, then directed and reviewed by me. The placeholders come out as real screenshots
and human-made art become available.
My stance is simple: AI is a tool I use to prototype my vision — it must not replace
human jobs in the games industry. Wherever possible, the art in this game (images, 3D
models, music, sound effects, and voice) is created by me or licensed from human artists
and performers, as credited in-game. Every AI-generated placeholder — art and narration
alike — is temporary and will be re-created by a human as soon as the project can afford
it. Getting human artists on board isn't an afterthought. It's the first thing any
funding gets spent on.
About the game itself: no generative AI runs inside it. It creates nothing with AI
while you play and sends none of your data to any AI service — all AI use is confined to
development, and directed and reviewed by me. The rival powers, pirates, and marauders
you face are classic rule-based game AI, not generative AI.
If you have thoughts or concerns about this, I'd genuinely like to hear them:
support@fehlfunktion.com