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Welcome to StaudSoft's Synthetic World!

New tree textures

It allows you via a seed to create a unique landscape with mountains, oceans, trees and beaches.

Enter a new world consisting of billions of blocks and voxels.

Explore the dangerous forests, the deepest caves, different vegetation zones, the highest mountains, rives or big dungeons with unique resources.

Create your own tools. Create furniture. Create electric wires. Create explosives. Create everything you can imagine in order to survive. Or set the world in flames!

Fight monsters in order to survive and to gain new resources.

Discover your own world. Discover StaudSoft's Synthetic World.

The complete world is procedurally generated and is completely changeable without any restrictions.

There are hundreds of different materials, plants, weapons and tools. Place chests, tables, chairs, doors, signs, ...

Be one of the first and get beta access to StaudSoft's Synthetic World now!
The game can be purchased on Steam:

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Dev Blog #18 Dev Blog #18 Dev Blog #18
Blog RSS Feed Report abuse Latest News: Dev Blog #18

0 comments by bsf_mistau on May 25th, 2015

Hello guys! Welcome back! I know it took a little more time with this post, but this is simply because we have worked so hard. We have practically rewritten every shader. I did not thought that it would be so hard to create a HDR pipeline. As a small consolation I already uploaded the new version!

And I also changed the development policy. Where we used to have multiple projects running simultaneously we will focus now on a specific goal. And that is currently HDR. The next will be the gameplay!


The first pictures of the HDR pipeline just looked terrible. The colors did not match. Everything was too dark, etc. We debugged a lot but now I think it looks good. We currently only have a problem with the colors, they are very highly compressed which makes the shadows and shades look very hard. And thus has changed the tone of the game a little bit. But I still think that it's cool to finally support HDR!

Here is a picture of a sunrise:

Dev Blog #18

The night rendering is also working again. The first attempts looked terrible because the star had the same strength as the sun:

Dev Blog #18


Glare is a phenomenon that occurs in normal life when strong light strikes the retina. This also activates light receptors which are not directly affected by the light. Here's a screenshot:

Dev Blog #18
Dev Blog #18

And the glare of the moon is not a sprite anymore

Dev Blog #18


The underwater view is now blurred:

Dev Blog #18

We also considered whether we should use this effect when the player is poisoned.

Depth of Field

For cameras or the eye not everything is always in focus. The rest is out of focus. This is also implemented now:

Dev Blog #18

The focusing has made us initial problems because we did the distance determination via raytracing. When that did not work, we have now realized the function with the graphics card.

Motion blur

I have always found it so great in other games when the screen slightly blurred if you changed the viewing direction. As we were already working on the shader we implemented this too:

Dev Blog #18

Blur at top speeds

And then we inserted an effect which makes the screen borders appear blurred at high speeds:

Dev Blog #18

This occurs currently only when the player falls. In later versions, when the player is able to move more quickly, we will also use this effect.

New settings HDR

We added a new settings page so that you can tune the HDR effect:

HDR - On / Off
HDR adaptation speed - how fast the virtual eye adapts to the brightness.
Luminance HDR - How bright is the scene?
HDR Blur - Blur underwater
HDR motion blur - Motion blur when the player moves.
HDR Depth of Field - Depth of field
HDR Focus adaptation Speed ​​- How fast the focus of the virtual camera reacts
HDR Aperture - How big is the iris / aperture of the virtual camera
HDR Glare - How strong is the glare effect
HDR Star Effect - The effect is similar to the glare effect.
HDR FrontMotion - distorts the screen when the player is moving very quickly.

Dev Blog #18

So I hope you like the improvements

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StaudSoft's Synthetic World Beta Demo 0.2.2

StaudSoft's Synthetic World Beta Demo 0.2.2

Nov 2, 2014 Demo 2 comments

Hey this is the new demo. Checkout the new grass rendering system and the improved gui.

StaudSoft's Synthetic World Beta Demo 0.2.1

StaudSoft's Synthetic World Beta Demo 0.2.1

Sep 12, 2014 Demo 0 comments

Checkout the demo of the new version 0.2.1. I added a lot of stuff compared to the free version!

Post comment Comments  (0 - 10 of 92)
saintskilled Apr 29 2015, 4:12pm says:

This is really looking awesome. Waiting for the next release!

+1 vote     reply to comment
Vladiskov Apr 8 2015, 3:58pm says:

ahhh the magics of game enginering... you start even seeing trivial things in another way... like the grass...

+1 vote     reply to comment
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Hawkerhunter Nov 2 2014, 2:48pm says:

going to buy this if it ends up on steam for sure, looks good and looks similiar to my own game i'm creating so awesome work there dude! :-D

+3 votes     reply to comment
bsf_mistau Creator
bsf_mistau Feb 23 2015, 2:47am replied:

Now it's your time. It's on steam!

+1 vote   reply to comment
micromil Nov 1 2014, 8:28am says:

Left some questions on the forum section.
Michael if you get a chance to answer I it would be really great.

+1 vote     reply to comment
micromil Oct 29 2014, 5:06am says:

I found that you can actually smelt 2 blocks (one on top of the other) with the wood, coal can be used which burns longer too.

+1 vote     reply to comment
micromil Oct 18 2014, 10:06pm says:

Enjoying the game but how to drop stuff when carry weight too high?

Also a suggestion for reducing micromanagement of the crafting. Is it possible to make a smart crafting systems that allows you to drill down and back up again.
For example - you need nails and planks and iron for a chest (or similar). So instead of finding the scrolling back to the nails and then crafting and then back again, maybe you could press the picture/word nails and it opens a sub crafting menu. This could maybe drill down several levels. Would make the game a lot more fun without ruining the realism.

+1 vote     reply to comment
bsf_mistau Creator
bsf_mistau Oct 19 2014, 6:33am replied:

If you are carrying to much weight simply place material into world. Or you can craft something. This will also reduce weight.

And I will make a drop / delete button and reduce the micromanagement!

+1 vote   reply to comment
micromil Oct 19 2014, 8:15am replied:

I was stuck underground trying to dig out and found it hard to off faster that I dug out... need a delete button Glad to see you will put one in.

Also a way to separate out only specific number of the total would be great.

+1 vote     reply to comment
bsf_mistau Creator
bsf_mistau Oct 19 2014, 5:37pm replied:

Ok I uploaded a new version (1.2.2) to Desura. They only need to approve it. Then you should receive the update.

+1 vote   reply to comment
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StaudSoft's Synthetic World
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Released Sep 11, 2014
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Role Playing
Single Player

Latest tweets from @michaelstaud

Corrected this evil shadow map bug. No more flickering!

19hours 50mins ago

And we also added vsync for windows!

May 26 2015, 12:18pm

The glass renderer is now finished. Will be in the next release!

May 26 2015, 12:17pm

We released a new version to the unstable branch. Check out our new HDR rendering engine T.co

May 25 2015, 4:29pm

Dev Blog #18 - HDR: T.co

May 25 2015, 4:29pm

HDR Pipeline with Glare. T.co

May 25 2015, 6:21am

It's not easy to find the right combination of filters to achieve a good looking glare effect.

May 21 2015, 4:44pm

Experimented today with the depth of field implementation.

May 21 2015, 4:40pm

RT @SZ: Der Sicherheitsforscher @Sidragon1 hat angeblich ein Passagierflugzeug gehackt und die Kontrolle übernommen: T.co

May 18 2015, 3:45pm

It was really good feeling when I first saw the glare around the sun in the new HDR rendering pipeline.

May 18 2015, 3:42pm

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