Creation enters Closed Alpha — v1.0.0-alpha.1


Today’s a big one: Creation is officially in Closed Alpha. v1.0.0-alpha.1 is the first playable, downloadable build — a real game you can install, launch, and explore.

This is an early testing release, so expect rough edges. That’s the whole idea. We want a small group of players and modders in the world with us, finding the fun and finding the bugs. Here’s what’s in this first build for you.

Jump in and play

Every world in Creation is procedurally generated from a seed, so no two are the same. Explore the surface, dig into caves, discover different biomes, mine ores, and stumble onto structures waiting to be found. The world streams in around you as you move, and it’s built in layers — background, foreground, and overlay — so places have real depth instead of feeling flat.

There’s plenty to do, too. The core loop is here: fill your inventory, craft new gear, kit yourself out with equipment, and keep an eye on your health and oxygen as you push into deeper, more dangerous places. You can even tame and ride mounts to get around.

It all runs on a pixel-art renderer with dynamic lighting, animated blocks, and flowing, animated fluids — little touches that make the world feel alive.

Bring your friends

Multiplayer is in from day one. You can:

  • Host or join a dedicated server and play together over the network.
  • Join a friend directly from your Steam friends list — no IP addresses to copy and paste.

When you connect to a server, Creation checks its mods against yours during login and warns you up front if anything’s missing or doesn’t match — so you find out before you’re staring at a broken world.

Build your own game

Modding isn’t bolted on — it’s part of how Creation is built. If you want to make something, this alpha already gives you the tools to do it.

  • Content is defined in plain, readable YAML. Blocks, items, biomes, and more are described in simple config files — no engine code required to add new things to the world.
  • Behavior is scripted in Lua. Want a block that reacts when you touch it, a creature with its own logic, or weather that does something interesting? Lua hooks let you drive it.
  • Mods are organized per instance. Each instance is its own modpack, and Creation resolves mod dependencies for you, so load order and requirements are handled.
  • Mods declare a sideclient, server, or both — so purely visual mods don’t need to run on the server, and server-side logic doesn’t get shipped where it isn’t needed.

To manage all of it, there’s an instance selector for picking which modpack to launch, and a per-instance mod manager for toggling individual mods on and off without editing files by hand.

Smoother and more stable

A couple of behind-the-scenes fixes that you’ll feel more than see:

  • More consistent play across platforms. The game’s simulation now runs at a steady, fixed rate and shrugs off lag spikes and hitches. If you played on Windows before and it felt jumpier than on Mac, that gap is gone.
  • Fewer crashes, less spam. A missing sound file no longer takes the game down or floods your log — it just plays nothing. And bad block data from worldgen or a mod is caught and skipped instead of crashing the server.

What’s next

This is alpha.1 — the very first step. We’re following semantic versioning, so every build from here to the full 1.0.0 release will carry an -alpha or -beta tag as things come together. Expect the world to keep growing, the modding tools to keep sharpening, and a steady stream of fixes along the way.

If you’re testing with us — thank you. Tell us what you love, what you hate, and what you break. That feedback is what shapes where Creation goes next.