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Shards of Azuria

Shards of Azuria Steam news

Blue Potion Games | Aug 10, 2019 | game

Released

0players observed · 6 October 2026 - 07:36:34 UTC

ActionAdventureIndieRPGCraftingSteam Store

  • Latest observed playersNot available
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  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score60% positive

Shards of Azuria news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score60% positive
  • Total reviews101
  • Release dateAug 10, 2019
  • DeveloperBlue Potion Games
  • PublisherBlue Potion Games

Genres: Action, Adventure, Indie, RPG

Company pages: Developer: Blue Potion GamesPublisher: Blue Potion Games

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Shards of Azuria Steam news

Shards of Azuria news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Build 12 - 24 January 2023

    Hi all! To follow on from Build 11, this build has continued reworking the UI by overhauling the look of the in-game HUD. This has involved completely redesigning the positioning and look of the in-game HUD from the elements in the top/left and top right to all be together in a single decorated bar at the bottom. The aim was to bring things together in a more cohesive single arrangement. Below shows the HUD section across the bottom: Looking at the Bottom Left: - The health and mana bars are now in the bottom left. - The experience bar has now shifted centrally and under the action bar. - Certain things have been cleaned or omitted in the redesigning - such as the Character Profile/Name and Extra Strikes. Bottom Middle: - The action bar still remains in the same position. - Other key option buttons are now worked to sit around the action bar frame. - Experience bar now sits below. Botto…

  • Build 11 - 4 December 2022

    Hi all! The focus of this build has been in reworking the overall look and feel of the UI. To start with, we have re-done the Character, Crafting and Inventory screens. We hope these changes are a step in the right direction and are looking forward to doing similar improvements. Character Screen: - Functionally this should feel similar, but we hope the overall feel of the screen is improved. - The Dodge text was removed from the character details. Crafting Screen: - Functionally the crafting has had the most change: - The added crafting requirements of the the tool stations (Work Bench, Forge, Trainers for Abilities etc) has been removed. (The crafting process had too many steps of inhibiting a natural flow of crafting items. This was one of them.) - The crafting input "filter" slots have been removed, in favour of more auto-craft rows. - There are now 6 auto-crafting rows, up from 5. -…

  • Build 10.2.1 - 4 September 2022

    - Re-fix to ensure the Worlds are generating correctly.

  • Build 10.2 - 4 September 2022

    Hi all! This build includes fixes, sound work and UI changes. Build 10.2 Change Log: Change to allow for different sized enemies to have different sized hit boxes. This in particular relates to being able to more easily melee them. Fix to ensure the XML\Maps directory exists when attempting to create a World. Fix to correct the name of Alris on the conversation UI window. Changed the in-game font used to a different font. Change to the inital loading screen image (same as world loading). Many sounds have been sound rebalanced or reworked. These include:- (Mouse interaction, Melee, Walking, Enemies, Abilities) UI has been tidied up in places to improve cohesiveness (Character, Inventory, Crafting, Vendor, Storage) The default application mode is now Full Screen. If people prefer, this can still be changed in settings to windowed. However the game visually runs at its best in Full Screen,…

  • Build 10.1 (Fixes) - 14 August 2019

    Hi all, Following feedback from Build 10, I have put together a small update specifically for fixes. I will putting this live later this evening. Build 10.1 Included an option for selecting a 4K screen resolution. (The default resolultion is still ordinarily 1920x1080, as the game was primarily developed with this in mind.) Holding down CTRL will now allow you attack interactable objects (Doors or Beds). (If you have your cursor over a Door/Bed, it will normally be a hand symbol. Holding CTRL will change it to show an attack 'Sword') (Then whilst holding CTRL, if you left click, it will attack the object.) (Previously, there wasn't a straight forward way of destroying/removing these kinds of objects after placing them). Fixed a bug with Beds not clearing the "occupied space" that it takes up after placing it. (This bug only occured after saving/loading the World.) (The occupied space is…

  • Build 10: Release - 10 August 2019

    Today on August 10th, Build 10 will be going live on Steam. This will also mark the date of which Shards of Azuria will be leaving Early Access. Shards of Azuria will is now graduating from Early Access to Full Release status. Build 10 itself is the flag pole that will mark the end of the Early Access journey. Almost 3 years ago, 12th October 2016, Shards of Azuria released in Early Access. I am extremely thankful for the support of everyone during this time. It was incredibly rewarding to have players experience something I had poured my time into. Seeing some of the building creations from players and the characters they played was really amazing. But being the first time I have done something like this, there certainly was a lot to learn for the future. The journey of Early Access has been a long and winding road. It has seen various updates during it's time. From Halloween specials,…

  • Build 10: The Road to Release on August 10th - 7 July 2019

    On August 10th, Build 10 will be going live on Steam. This will also mark the date of which Shards of Azuria will be leaving Early Access. Build 10 Build 10 itself has already been in the works for a while. The details I will be able to share on August 10th when the Build goes live. In general though, Build 10 has had a focus on NPCs & dialogue. The mindset of the changes are around improving the overall feel of Azuria. For instance, up until now, NPCs have been mostly static. With Build 10, I have worked to have the NPCs moving around more, to feel part of the town. This does mean that the effort has been mostly on improving existing content. However you can still expect some new additions in the build. Shards of Azuria Final Release Now a few words on the next piece of news:- Shards of Azuria will be graduating from Early Access to Full Release status. Build 10 itself is the flag pole…

  • Build 9 - A New Look - 20 December 2018

    Hi all! Build 9 is here! (finally). The main focus of this update was with overhauling the menu GUI and redesigning Azuria itself using new furniture. Menu UI Build 9 itself has involved quite a bit of behind the scenes programming to improve the GUI. Before, there wasn't decent way of designing and positioning the GUI elements on-screen. So I had to do some extra work to allow for in-game GUI design. After implementing this, I took the opportunity to refresh the appearance of the Menu screens. I'll also be able to take advantage of this in future, when doing other GUI related changes. Azuria Re-design There were 30+ new block/furniture additions in this update. Adding this new range seemed to fit with a chance to rework the town. Azuria is now a bit bigger and roomier, with a river flowing through. Fish included. One change to note, which relates to larger items such as beds. The way l…

  • Build 8 - Fixes - 9 April 2018

    Hi all! An update has been pushed today with some fixes/tweaks for Build 8. Fixes When teleporting down through the dungeon stairs, the teleport-to position was still on top of the target stair. This meant that if you didn't move after teleporting, you would eventually teleport back (after a 1 sec timer). For most people, this wasn't a problem, as the loading time was quick enough so you moved away. However machines with slower loading times would end up stuck in the teleport position. It has now been fixed to place the player next to the target staircase. Fixed a bug that was resulting in the Azuria Town map from always loading the 'template' version of the map. This meant that any items stored in the chests were being overridden. The spawning of the Blue Skeleton for the quest 'Find Gregor's Note' has been changed to spawn more specifically within the area of the graveyard (in the mid…

  • Build 8 - Fixes - 9 April 2018

    Hi all! An update has been pushed today with some fixes/tweaks for Build 8. Fixes When teleporting down through the dungeon stairs, the teleport-to position was still on top of the target stair. This meant that if you didn't move after teleporting, you would eventually teleport back (after a 1 sec timer). For most people, this wasn't a problem, as the loading time was quick enough so you moved away. However machines with slower loading times would end up stuck in the teleport position. It has now been fixed to place the player next to the target staircase. Fixed a bug that was resulting in the Azuria Town map from always loading the 'template' version of the map. This meant that any items stored in the chests were being overridden. The spawning of the Blue Skeleton for the quest 'Find Gregor's Note' has been changed to spawn more specifically within the area of the graveyard (in the mid…

  • Build 8 (PvP Multiplayer Modes) - 2 April 2018

    Hi all! This build introduces PvP multiplayer modes into the game. Online co-op was already previously added, but there was no way of fighting other players. To clarify, Build 7 only had the "Co-op" multiplayer game type. Whereas Build 8 will have the following multiplayer types: Story (Co-Op) This is the existing Co-op game, which by default is friendly to other players. It follows the same story experience as the singleplayer game. However in Build 8, you can also optionally flag yourself for PvP by typing ".pvp" into the chat console. Story (PvP) This is the same as the Story (Co-Op) game type, except that every player is automatically set to be hostile for PvP. Death Match (PvP) This is different to the usual story game type. It follows a conventional death match format except for a couple differences. Things to note: The character you choose will retain it's name and hairstyle. How…

  • Build 8 (PvP Multiplayer Modes) - 2 April 2018

    Hi all! This build introduces PvP multiplayer modes into the game. Online co-op was already previously added, but there was no way of fighting other players. To clarify, Build 7 only had the "Co-op" multiplayer game type. Whereas Build 8 will have the following multiplayer types: Story (Co-Op) This is the existing Co-op game, which by default is friendly to other players. It follows the same story experience as the singleplayer game. However in Build 8, you can also optionally flag yourself for PvP by typing ".pvp" into the chat console. Story (PvP) This is the same as the Story (Co-Op) game type, except that every player is automatically set to be hostile for PvP. Death Match (PvP) This is different to the usual story game type. It follows a conventional death match format except for a couple differences. Things to note: The character you choose will retain it's name and hairstyle. How…

  • Patch: Build 7.1 - 5 November 2017

    Hi all! I hope you all enjoyed the Halloween festivities, whether you chose to play with a friend or not. However the time has come for Azuria to return to normal. This is a quick update to say farewell to Halloween till another time. In regards to Multiplayer, I have kept track of issues that players have been having and I am looking towards more substantial solutions to tackle latency de-syncing for players in further geographic locations. In the mean time, I recommend that if you play, you aim to find a host physically closer to yourself. I'll be doing simulated tests that focus on higher latency. With the aim to make it more playable for those with less favourable network connections. Halloween has come to end. The town of Azuria has returned to normal. Fixed an issue with servers not unlisting properly from the browser. Fixed a bug with the lighting after midnight. FPS counter had…

  • Patch: Build 7.1 - 5 November 2017

    Hi all! I hope you all enjoyed the Halloween festivities, whether you chose to play with a friend or not. However the time has come for Azuria to return to normal. This is a quick update to say farewell to Halloween till another time. In regards to Multiplayer, I have kept track of issues that players have been having and I am looking towards more substantial solutions to tackle latency de-syncing for players in further geographic locations. In the mean time, I recommend that if you play, you aim to find a host physically closer to yourself. I'll be doing simulated tests that focus on higher latency. With the aim to make it more playable for those with less favourable network connections. Halloween has come to end. The town of Azuria has returned to normal. Fixed an issue with servers not unlisting properly from the browser. Fixed a bug with the lighting after midnight. FPS counter had…

  • Build 7 - Multiplayer, Halloween & More - 26 October 2017

    Multiplayer (Online Co-op) Finally! The Halloween festivities return this year, but this time with the new Multiplayer game mode available! This version of Multiplayer is Online Co-op for 1-5 players. It works by using a Steam lobby system. One player chooses to act as the server by hosting and playing. Then joining players can view a list of available servers on the Multiplayer browser. For this build, the only game type available for Multiplayer is Co-op. This means that you will be playing cooperatively together and not attacking each other. In terms of save data, the host takes ownership of the World and the players keep their own Character data. You can play through the game in the same way you would Singleplayer, including accepting quests and talking to NPCs. Servers can also be password protected and when viewing available servers, you can filter them to show only servers hosted…

  • Build 7 - Multiplayer, Halloween & More - 26 October 2017

    Multiplayer (Online Co-op) Finally! The Halloween festivities return this year, but this time with the new Multiplayer game mode available! This version of Multiplayer is Online Co-op for 1-5 players. It works by using a Steam lobby system. One player chooses to act as the server by hosting and playing. Then joining players can view a list of available servers on the Multiplayer browser. For this build, the only game type available for Multiplayer is Co-op. This means that you will be playing cooperatively together and not attacking each other. In terms of save data, the host takes ownership of the World and the players keep their own Character data. You can play through the game in the same way you would Singleplayer, including accepting quests and talking to NPCs. Servers can also be password protected and when viewing available servers, you can filter them to show only servers hosted…

  • Future - Multiplayer (Online Co-op) - 20 June 2017

    It is still in the early stages of development, but I wanted to share that this is now in progress. I want to share this, so that the community is informed as to what is happening behind the scenes for the time being. Multiplayer development can be problematic and time consuming, so I'm not able to give an ETA just yet. The first form of Multiplayer is likely to be a Co-Op game type with possibly 1-4 players. It will use a Lobby system to help with browsing a list of available games to join. Servers are player hosted through the game itself. Choose an option in game to host and then play while hosting. Please be aware that the above may change during development. But I look forward to being able to share more ヽ(・∀・)ノ Thanks, Phill

  • Future - Multiplayer (Online Co-op) - 20 June 2017

    It is still in the early stages of development, but I wanted to share that this is now in progress. I want to share this, so that the community is informed as to what is happening behind the scenes for the time being. Multiplayer development can be problematic and time consuming, so I'm not able to give an ETA just yet. The first form of Multiplayer is likely to be a Co-Op game type with possibly 1-4 players. It will use a Lobby system to help with browsing a list of available games to join. Servers are player hosted through the game itself. Choose an option in game to host and then play while hosting. Please be aware that the above may change during development. But I look forward to being able to share more ヽ(・∀・)ノ Thanks, Phill

  • The Official Shards of Azuria Wiki - 18 May 2017

    I'm pleased to share that the official wiki solution for Shards of Azuria is now live! Many thanks to Gamepedia for providing such an excellent wiki service. The site can be found at the link below: https://shardsofazuria.gamepedia.com/Official_Shards_of_Azuria_Wiki In terms of content on the wiki, there is already a great start. I hope in time it becomes an invaluable resource for any players of the game. If you feel inclined to contribute, then feel free to create an account and perhaps start with the Gamepedia Help Wiki: http://help.gamepedia.com/Gamepedia_Help_Wiki Thanks! Phill

  • The Official Shards of Azuria Wiki - 18 May 2017

    I'm pleased to share that the official wiki solution for Shards of Azuria is now live! Many thanks to Gamepedia for providing such an excellent wiki service. The site can be found at the link below: https://shardsofazuria.gamepedia.com/Official_Shards_of_Azuria_Wiki In terms of content on the wiki, there is already a great start. I hope in time it becomes an invaluable resource for any players of the game. If you feel inclined to contribute, then feel free to create an account and perhaps start with the Gamepedia Help Wiki: http://help.gamepedia.com/Gamepedia_Help_Wiki Thanks! Phill

Patch notes and updates

S.noRelease datePatch nameGID number
14 September 2022Build 10.2.14621277624703114077
29 April 2018Build 8 - Fixes4249665521684630463

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