Proven Lands - All News
Monday - January 05, 2015
Proven Lands - Developer Log #1
After the announcement from yesterday about Proven Lands being funded the games developer also has a new update on the games website with more information.
After the first excitement about the investment settled down, the paperwork roles in. Despite the tiny team and the indie glory, it’s a company that has to pay taxes and all that.
Jeffrey and I are constantly working on the concepts. We build concept stripes like those below - for the 3D artists. We’ve been working on the flora and alien houses lately. Prior to that on drones and a few other things.
At the same time I do some magic on the voxel engine. For instance, today I added the new flying islands with grass and trees. We have a view distance of 16 km at an altitude of 20 m now, which is important to me – I’d like to give us all the feeling of being lost on a planet. But we’ll see how it’ll end. However, right at this moment you can already run around, dig, destroy, build stuff (without trying to be Blockscape or EverQuest Next, obviously), pick up or place things. Looking back at the failures of StarForge (5/10 on Steam), I always felt like we only need a voxel engine to show manipulation (digging, mining), damage (combat) or unforeseen events (meteor crash?) — but not for the purpose of house building. Less is often better than more. So as soon as I’ve fixed a few major issues and when it looks cool, I’ll throw in in-game screens and video updates.
Sunday - January 04, 2015
Proven Lands - Game Is Now Funded
Since my last coverage of Proven Lands it seems the developer has found a publisher to help fund development of the game. So congratulation thesetales.
After months of negotiations and struggle, we finally made it. Looking back to where we started one year ago, it became quite a journey of its own. Thanks to all who have stood by us as we took some wobbly steps. Your support really helped us reach this point.
We’ve met some publishers and refused bigger and some bloody bold offers along the way. You got to watch out for the creepers out there, that’s for sure. But it wasn’t all bad - we got some surprisingly positive feedback from bigger guys as well and made some friends. So, yeah, we learned one or two things before we finally made it.
Furthermore we started exploring the idea of a 2D sci-fi survival game. 2D was interesting for a moment, but we quickly returned to Proven Lands. After seeing so many survival games released this year (and so many of them failing) there came a point where we started to rethink the stuff we’re doing. And it was great.
So we took the time to think over and to polish the game design. Back to the roots: procedurality, science-fiction and survival mechanics with a few RPG elements. But it wasn’t all about cutting things. We extended two mechanics for instance. For the moment we'd like to keep it to us - hoping that it’s rather unique. We hope it's okay if we don't throw them at you in an unpolished state. Let's just say, Proven Lands isn’t about axes and crashed spaceships anymore.
We also found time to code a new voxel engine. Somehow. We'll see how it goes, due to our team size and because Proven Lands isn’t Minecraft nor Blockscape or EverQuest Next, obviously. But it feels kinda special already.
In the end, we are still a tiny team of 3 guys plus a few freelancers, here and there. No extras. But we have a small office, yay. More in our blog and forum soon.
In addition there will be regular video updates from a certain point on with actual in-game stuff because it’s cool. Yep, we will be at a number of conferences next year (hello press!) too. Furthermore we will release in 2015 (TBA). And so on.
Wednesday - June 11, 2014
Proven Lands - New Status Update
The developer of Proven Lands thesetales have a new update I missed a few weeks back that gives an update on the status of the game.
Let’s wait how everything turns out
Hey folks,we’re still negotiating with publishers which takes time, the bigger the publisher the slower the process. Naturally publishers insist on waiting with Humble pre orders or further game details for instance and since we’d like to be fair with you but them as well, let’s do something about it: Until we have made a decision we’ll just proceed in stealth mode. So no further screenshots for some time from now on. It’s sad because darn, some crazy stuff is going on, but let’s wait how everything turns out. So stay tuned for more details within the year. :)
Wednesday - April 30, 2014
Proven Lands - Publishers & Humble Store
The cancelled kickstarer Proven Lands has a new update from the games developer about a few publishers, and a release on the Humble store in May.
Publishers and a Humble Store in May
I hope you’re fine. We slowed down a bit in order to expand our view after months of working towards an early demo and that Kickstarter. We’ve been talking a lot about lightening Proven Lands up a bit and about your feedback as well - and we’ve made some decisions.
We decided to put our focus more on the survival features again. In order to make room for multiplayer and mobile support (because these features were important to most of you) we’ll work on story and terraforming secondary from now. And it makes a lot of sense. Thank you for this!
We’re still negotiating with a few publishers, but it will take time and we’d like to keep going in the meantime.
Therefore, we’ll launch our Humble store in May. We will announce the exact date in a few weeks. We’ll see about Steam by the time too.
Also: Proven Lands has an own tumblr. An own forum follows soon.
Oh and another thing, we didn’t make it to the LD48. But, we started to work on a much smaller side project instead, for fun. ;) We might tell you more about it in the next update. It’s basically another rather unique sci-fi game - because we hate halfhearted clones.
Friday - March 28, 2014
Proven Lands - Kickstarter Cancelled
The developer of Proven Lands thesetales have canceled their kickstarter. This shouldn't be a surprise as they mentioned the possibility in an earlier update.
The game managed to only make £23,372 of the games £299,000 goal. They posted a new update with more information on the games future.
We Need a Change in Strategy
I’d like to be honest with you. We need a change in strategy. We’ll cancel our Kickstarter campaign.
We’ve been thinking about a backer survey but I think the numbers are obvious, aren’t they? The progress of £23.4k ($38.7k), two weeks before the deadline is great but not enough for such a high goal.
I’m genuinely surprised and touched by your help and the support of the creator community for the last weeks. It was a pleasure. Much love for that, really. Thank you all! Also see below for the last shout outs for some friends.
You might wonder what’s next now. I think I need a break to think it through. It’s a long time ago since I’ve played Don’t Starve or Minecraft the last time. We’ve learned a few things, not only about press releases, campaign goals or procedural games on Kickstarter. I’ve also made some interesting friends. I’ll make sort of a post mortem about Kickstarter insights soon.
Another interesting thing is that we have a few publisher offers on the table and a Humble store waiting to be launched – I actually like the guys and the idea behind Humble Store a lot. We did great on Steam Greenlight (greenlit within a few days!). So, we’ll move forward, one way or another. I’m making the feature list more reasonable for a smaller dev team. It is just important now to slow down a bit in order to make the right decision. There are some good news already. More on that soon -- on twitter, tumblr, and here, I hope. provenlands.com
Tuesday - March 25, 2014
Proven Lands - Update# 9, Voxel Terrain Engine
We have another update for Proven Lands where the developer thesetales share a new video of the voxel engine, a hosts a new lets play video of the early alpha.
As for funding the game still needs another £200,000 with 18 days left.
New Voxel Terrain Engine Footage and a Survival and Crafting Let's Play
let's talk for a minute about the voxel terrain engine, and survival and crafting again. Tom was so nice to make a short Let’s play about survival and crafting in Proven Lands. Thanks to him I had more time for the new engine which is now part of the upcoming alpha. But see for yourself.
Let's play Proven Lands -- Survival and Crafting (by Tom)
Next we have the new video of the voxel terrain engine in action.
This is our new voxel terrain engine in action (digging). First footages without advanced shaders or anything. It is part of the upcoming alpha. We will add all the plants, trees and animals to it soon. Looking forward to mining, digging, awesome looking landscapes, terrain animations (dune worms!), rivers, sand storms, flying isles and asteroids (in the orbit)
Sunday - March 23, 2014
Proven Lands - Update# 8, Developer Update
In the latest update for Proven Lands developer thesetales talks about Steam Greenlight, forests & swamps, more videos, the possible cancellation, and PayPal.
Hey guys, busy days. We’ve been working on the new terrain engine as well as on your feedback, on different platforms at the same time. Phew. We collect and priorize all the feedback now.
This was an amazing experience. Proven Lands has been greenlit within a few days thanks to your help, and on the last day we jumped from #100 to #50 within some hours. Thank you all.
New Kickstarter Video
We just made a small update of our Kickstarter video, with extra footages and the new UI.
New Survival Gameplay Video
I will make a Let’s play of the survival and crafting gameplay until Monday with some comments.
As mentioned before, we still believe that it is best to make a cut as soon it makes no sense to go on. We’re doing great so far. We just need another push within the next week and the week after next. Now that the Titanfall and GDC blast is more or less over. And then we will see, right? "If you don't reach the goal, will you still go ahead with development? " Yes. There is always a plan B and C. But Kickstarter is so far the best choice for us.
If you like Proven Lands as much as we do, please tell your friends about us! :)
PayPal and Humble
As mentioned before, we still like to wait for a while before we introduce another store in order to be fair to the backers. Because Kickstarter is an all-or-nothing thing while Humble an ordinary pre order.
It’s been asked if it is possible to buy copies for multiple platforms of Proven Lands. Not now, obviously, and I cannot alter the pledges anymore. But, let’s talk about it in a week, ok? We see the point.
Friday - March 21, 2014
Proven Lands - Update# 7, Greenlit on Steam
In the seventh update we get news from the developers the game has been Greenlit on Steam. Now the game only has to get funded which looks unlikely at this point.
Woot! Proven Lands has just been greenlit on Steam Greenlight
We love you all! Thank you so much for your support!
Thursday - March 20, 2014
Proven Lands - Update# 6, Aliens & DRM
The latestest kickstarter update for Proven Lands shares informaion about the game on Steam Greenlight, aliens, DRM, and talks about a possible PS Vita release.
The only problem is the funding. As of right now the game has managed to make only £21,113 of the games £299,000 goal. It still has twenty three days to go.
1000 backers! #93 on Steam Greenlight! -- Aliens? DRM? PS Vita?
Furthermore, many game devs and journalists congrat us to our campaign. A few even asked why we believe we have to cancel it in 2 weeks at all. Some promised to take care of articles and reviews after that Titanfall and GDC blast. Well... I don't know. We must be Europeans. XD
Btw, we are re-editing our Kickstarter video. A commented gameplay video is coming too. We do not have the team and money to shoot video after video, but we do our best here.
Humble and PayPal
We already have a Humble store with interesting tiers, just hidden in the background, waiting for a launch. Why hidden? I find it rather unfair to launch a Humble store along with a Kickstarter campaign, as some of you stated already. A Kickstarter is an all-or-nothing undertaking, right? And a Humble store is an ordinary preorder store. If we do the Humble, let's do it fair and not interfering with our Kickstarter campaign -- with new and simple tiers. Let's wait for a while and watch how our Kickstarter campaign turns out, ok? As mentioned, I like the guys behind Humble a lot (!), not only becuase of that charity share, and we will have a Humble store with PayPal and Amazon support, sooner or later. We just like to be fair here.
Furthermore, I cannot send backers any surveys via Kickstarter, only after the campaign has ended. Thanks for the overwhelming positive feedback. Let's do this instead: I will make a backer survey the closer we get to the end of March and have to make such a decision, ok?
Aliens and Story
What about those aliens in Proven Lands? Proven Lands is not just a beautiful sandbox and survival game with axes, laser beam weapons and jumpgates. Our biggest influences are probably Star Trek and Alien 1. In Alien 1, that epic moment where the crew enters the alien spaceship. In Star Trek, those numerous away mission scenes, and great alien culture and issues at all (yep, I know all Star Trek TV series and movies). Proven Lands started a bit darker before it became what it is today. Yet alien life and its discovery are very important.
We have 3 intelligent alien races so far. One on an industrial level enslaved by the second space age alien race. That space age alien race is in war with the Humans whereas the third alien race are rather mysterious amoeba-like creatures, which are more advanced and intelligent than all races together. Before the enslavement they did live with those industrial age guys in peace on numerous planets. We do not like to spoil things but there is a concept of cultural differences and clashes of different cultural values here and there. How does it affect the gameplay? Even without the short scripted story each alien NPC has his own traits. They have villages. It will take you a while to find intelligent life at all. It means that even if the scripted story is limited (let's be pragmatic) you will meet new friends.
Yes. DRM free. No log-in needed, but possible if you like, not only for the upcoming multiplayer.
Tuesday - March 18, 2014
Proven Lands - Update#5, Goal To High?
A new update for Proven Lands talks about the games high goal, the games voxel engine, and a good publisher deal. So Read on as they say it's interesting.
Our Campaign Progress
We’re doing great so far. We made £19k ($31k) in 1 week which is more than the average campaign - especially for a non-US campaign. At this very moment we are #2 on the “Video Games” Hot List on KickTraq. We are the #4 “Video Game” on Kickstarter Discover. And while KickTraq projects a 24% goal trend, KickSpy expects a 110% funding in 3 weeks!? Overall the campaign feels a bit strange – when compared to other campaigns. There’s no big drop of backers per day as if it takes a bit more time for the public to recognize our game. I’m a backer myself and remember campaigns such as The Mandate but really can’t predict how this will end. “Kotaku”, “Joystiq”, "Polygon", “Rock, Paper, Shotgun”, “PC Gamer” and others all wrote about us. While all of this is happening I’ve been talking to the Humble Store to launch our own store. Great guys over there, very indie. Before we launch a Humble store, I’d like to do a backer survey about how you guys feel about this soon.
A New Voxel Terrain Engine
Yesterday I finished a bigger step in our engine development. Proven Lands now has a voxel terrain engine! Woo hoo! See below for a very first footage without terraforming - but with strange caves instead. I wish I had more time. What it means for the game: Digging, terraforming, caves, flying isles and strange landscape formations.
Does it mean I could build a house out of dirt if I wanted to? No. We aren’t Minecraft, Starforge or Blockscape. I love Minecraft. Yep, I do. But: I don’t like “more realistic” voxel houses out of rocks. For me such a game concept works in Minecraft and Stonehearth due to “cubes” (or even in Terraria and Starbound). But in my eyes it won’t in games like Starforge or Blockscape (great guy, btw). I don’t know about you guys, but I don’t build houses and cars out of dirt and rocks. That’s why we’ll limit the possibilities (for game design reasons). It’s a game design decision only, actually. But what do we need it for then? For mining, digging, for awesome looking landscapes, for terrain animations (dune worms!), for rivers, for sand storms, for flying isles and for asteroids (in the orbit) – well, actually for many awesome things.
A High Goal, A Publisher Offer, and What If We Fail?
Obviously our goal is a bit too high. I am enough of a backer myself to know how it feels to some people to back a rather strangly progressing campaign. So, let’s do this:
If we don’t reach 25% of our goal until the 31st March, 2014 (exactly in 2 weeks), then we’ll cancel our Kickstarter campaign to probably launch a Humble Store instead.
I’d really like to hear your guys opinion about this as well. I’ll make a survey soon regarding all the mentioned stuff, OK? I think we need to be honest. Please, share and tell your friends about us.
Another thing I’d like to mention is that a big publisher made an offer and we’re in talks with them again. You may be wondering what this means exactly? To be honest: Nothing so far. I think it’s just great news I’d like to share with you guys. It feels good. Tough days, tbh.
So, what If we fail? I like Proven Lands, I really do. I think I’m not the only one missing such a game for years already. Its features, the mood, the atmosphere. It’s not just Don’t Starve in space. And I know that a certain big publisher thinks the same. I’m only guessing but even you guys might feel the same about it. ;) I like the guys behind the Humble Store a lot. So, if we fail we would cut some of the features to make it more reasonable, and do the Humble perhaps. Our Kickstarter goal is for an optimal team of 8-10 guys - for 12 months. Without funding I’d would work on it for free, Jeffrey would work part time on it. Extra preorder revenue would go directly to additional artists and coders, same as before. So no matter what, we’ll do Proven Lands one way or another. The only difference: A bit slower than planned.
Sunday - March 16, 2014
Proven Lands - Kickstarter Update# 4
We have another update for Proven Lands this week that talks about how the game handles survival, crafting, drones, and gives information on weapons.
Survival, Crafting, Drones, and Weapons
Survival is our strongest concept. While playing Dungeon Crawl, Project Zomboid and Don’t Starve, I was missing a sci-fi survival game for years, so ultimately I started to do my own.
But what does survival mean? In Proven Lands it starts with a stranded astronaut -- you. You fight hunger, thirst, strange animals, weather and even the nature itself. Sand storms (those strange clouds in the pre alpha demo) are just the beginning. You will have an airlock in the beta, for real-science reasoning, such as oxygen. Give the pre alpha demo a try, attempt to survive for a few days. Right at this moment you’re still able to eat everything with your helmet on (for demonstration reasons) but because we aim to be a hard sci-fi game in the future you’ll have to take off your helmet first before you can eat anything. I deactivated this feature because we’re lacking an airlock 3D asset, to be honest. Your initial spacesuit is weak and old. However you’ll need an armored one to survive against stronger animals and armed aliens later on – oh, and you’ll need better weapons than an axe, that’s for sure.
Another obvious feature of Proven Lands is crafting (see demo). The crafting system is already there. It’s influenced by Sid Meier’s Alpha Centauri. Each item has 1 “type” module and 6 “extra” modules. Extra modules are for armor, power cells, shielding, special abilities, incredients or decoration. For instance a knife: tool base + short steel blade; or a bio scanner: tool chassis + biology level 1 scanner; or a M1 Abrams tank with a scanner: car base + kevlar-uranium armor + smoothbore gun + turbine engine + bio lvl 1 scanner. Aliens craft items depending on the planet's resources. Oh and don’t forget to dismantle alien items, you may actually discover new modules and tech (because I love the old XCOM/UFO). Those modules are the “advanced resources” which you can craft, sell and buy as well. Each alien village has its own “modules” to trade. So, you do not only trade or craft readymade items like in most games. You do craft and trade the basic resources such as “ore” or “wood”, advanced resources such as “cpu” or “battery” and finally the crafting result itself “fancy beam laser +20”.
Some stated that the first weapons are rather boring. Axes? Knifes? Shovels? Yes! But this is just the beginning for a forklift driver who stranded on a hostile planet. Even if you find your first laser guns, the navigator, the scanner – all of their accessible functions and features depend on your knowledge level (see “Knowledge” screen in the demo). We’ll have plenty of advanced laser weapons in the game but drones as well which are probably more important than a laser in the long run.
Drones and AI behavior
What does “drone” mean, actually? Well, I think that drones are underrated in sci-fi. Drones are not just robots. In Proven Lands many things such as mining, farming and even logistics are based around drones depending on your knowledge and resources. The reasons for such a game design move – which is a bit different to the common sci-fi movie and story with big ships and a brave crew – is that I expect to see far more drones in the real-life future within the next 50 years. You may even use drones as weapons. Some drones are intelligent, some of them might even grow an own will and fight against you. But how does it work technically? Imagine that each character in Proven Lands shares quite the same variety of moods, traits and ambitions as your main character does. This is how our engine works. So a drone is just a character with the trait “drone” which leads to special abilities - also influenced by Crusader Kings 2, actually. I hope you see the potential and notice what we’ve achieved within 6 months. If you take a closer look at those aliens in the last demo version for example, you’ll even notice that they already patrol over areas. Soon they will chop down trees, hunt each other or gather resources (for no other particular reason than hunger, for now), and drones will do the same. If you come too close to an animal’s “hatch” or “tribe”, they will attack and hunt you down - even by night. I hope you see that we do such things step by step, slowly but surely. The beta (release this year, 2014) will truly be unique.
Friday - March 14, 2014
Proven Lands - Update#3, Traits & Multiplayer
Here is the third update for Proven Lands were the developer thesetales talks about the mood, trait and ambition system, and shares a little information about multiplayer.
A mood and trait system
The idea behind the mood system - which is influenced by old Rogue-Likes and more known games such as The Sims, Project Zomboid and Crusader Kings - is to make your main character less predictable. I think these type of details are much more important for a survival game like ours than a Metroid, Zelda or Titanfall. So basically an AI is constantly managing your moods and traits in the background – like “sick”, “tired”, “thirsty” or “very thirsty”. Give the pre alpha tech demo a try to check this out. Instead of just showing bars with a “strength of 5” I’d like to display your mood and traits with icons and warnings. Tom already did a couple first spacesuit sound alerts for this (see below). Like in real-life you do not see your current health at 90% or hunger at 55%. Instead you notice yourself being “injured”, “sick” or “hungry”, sometimes as a placebo effect. Zomboid for instance did great at placebo effects, where you sometimes don’t even know if you’re sick because of a cold or the zombie virus (big plus to the devs, imo). This is where we are heading: We already have advanced moods/traits in the system. However, some moods/traits make no sense without proper 3D assets and subsystems. I’d like to make this system as dynamic and pragmatic as possible (with modding in mind) because it’s fun when your character doesn’t behave exactly the same way you do.
An ambition system
The ambition system on the other side, as of yet, isn't a part of the demo due to the quest subsystem. However if you know Crusader Kings 2 you probably get the idea behind it. Your character will have one ambition at the same time – sort of a major quest. For instance: “I need a new spacesuit”, “I’d like to be alone” (for 3 days?) or “I hate those guys over there. Let’s kill them all”. If you do not pick an ambition manually, the AI will assign a random ambition to your character - which could interfere your plans. All ambitions have a deadline, a negative effect (if failed) and a positive effect (if achieved). For example: “depressed” or “happy like a butterfly”. The Sims uses something quite similar. Proven Lands is not The Sims, obviously, but you probably get an idea of such a system. You might be wondering: Why ambitions? The goal is to have some sort of a very basic Black & White behaviour instead of a linear and predictable Metroid (great game though, really. Just a different gameplay). So, in fact you do control and manage your character in Proven Lands, but from time to time he/she will do something unpredictable that might upset you.
I’d like to be careful about multiplayer. I have years of experience with servers, however, multiplayer is an own dev step. But: We will have a multiplayer for sure, one way or another, don’t worry. A higher funding (see stretch goal) just speeds it up a bit - thanks to an additional coder for less complex issues and tasks. We’ll start with basic co-op and then we’ll see how it feels to all of us. I definitely think that Proven Lands needs a multiplayer, perhaps with the beta or release, as soon as we have all subsystems, a better terrain engine and a few other important improvements – “even if it’s friend-friend co-op without the bells and whistles of a true MP server environment”, as Mochnant mentioned. ;)
Thursday - March 13, 2014
Proven Lands - Kickstarter Updates# 1 & 2
It seems Proven Lands is the next kickstarter to get two more updates today, but first lets talk about the games funding. It has earned £10,548 of £299,000 goal in two days.
Now the first update talks about the games first day, and how the developer is thrilled.
We are thrilled
Exciting times! We did great so far, for a start. £6.5k ($10.8k) in 2 days! Thank you all! We do what we can to feed the press, first journalists posted very positive news, but we are still waiting for the major magazines and channels. We will know better until Thursday. Slowly but surely.
We are thrilled to be #1 by "magic" and #6 by popularity under "Kickstarter Discover"! (19:00 CET) What does "magic" mean? We do not know, but we do know that Gandalf is a great wizard. Two top projects end in 2-3 days, which means: we might jump to the top by the time.
We add an FAQ called "Is your goal too high? Is it too low?" to the FAQs. We are reconsidering the game genre. We'd like to call it: "3D science-fiction sandbox survival" -- because it is easier this way for most people, it seems. We hate genres. But this is how it works. Also, we are on Steam Greenlight now. Vote for us! And, Proven Lands ships DRM free (thanks again!). A Humble Store contact just wrote us. So, we might have our PayPal store online soon!!
The second update shares more good news about the game.
- Good news. We’ve made +150 backers in 12h, thanks to RPS which is… woo!
- I’m setting up a Humble Store right now. Great guys over there!! PayPal/Google soon.
- We’re making progress on Steam. But our Steam Greenlight needs you!
- We just created a Facebook page! https://www.facebook.com/surviveprovenlands
- I didn’t find time for debugging due to the press/media, but I hope it was worth it (1k emails).
- A friend of a friend joins us on Friday to help with the press. We totally underestimated the PR/press.
- A few experienced backers emailed me and started to help with Kickstarter campaign analysis and PR which is an absolute surprise. Awesome, really. I hope we meet once.
- I’ve got some bug reports and try to priorize that list soon. Thank you all! I read everything.
- Soon more about those alpha/beta release dates, the PS Vita support, those OSX/Linux demos and our plans for a mobile demo.
I also forgot to mention yesterday you can download, and try the free Pre-Alpha build of the game. It's a perfect way to see if you might want to back the game.
Wednesday - March 12, 2014
Proven Lands - A New Sc-Fi Sandbox Roguelike
Proven Lands is a new procedurally generated science-fiction sandbox roguelike game from a studio called thesetales. They are asking for £299,000 to get funded.
We've been working on PROVEN LANDS with a super small team for some months now, creating a game in you become an explorer - not just another sandbox item collector. Packed with the real mysteries of physics, biology and chemistry, plus tons of (hopefully) reasonable science-fiction, influenced by Star Trek, Don't Starve, Project Zomboid and Cataclysm.
Starting with a backdrop of endless, procedurally generated terrain, PROVEN LANDS combines 3D, SCIENCE FICTION, SURVIVAL, SANDBOX, ROGUELIKE and RPG elements with an AI-driven GAME MASTER and on top of that: MODDING. The genre is a bit tricky here, we know it, but we are highly influenced by rogue-likes, the game is procedural, and in 3D. But see for yourself.
Keep in mind that the pre alpha tech demo is more a proof of concept, after some months of dev. Eat, drink, chop trees, destroy stones and kill enemies. Enjoy an endless procedural terrain with 30+ chunk types (only desert biome yet). Fight hunger, thirst and diseases.