Interview with Juvty Worlds on the Creation of Online Game – Wild Terra


Denis Poprykin of Juvty Worlds spoke with us in an interview about the process and creation of their new online indie project, Wild Terra

(FYI: The company and game are primarily in Russian.)

Hello Denis, can you first tell us a little about your company?

Juvty Worlds is made up of a small team of people who love games and strive to create them. The core team is made ​​up of those whose gaming experience totals over 20 years. At the moment, we have 8 people, though not all of them work full-time.

We are not related however, and it so happens that most of the team is working based out of St. Petersburg.

Our “breakdown of the pen” was a project called Melting World Online, a browser-based strategy game with fighting robots.

What is Wild Terra?

Wild Terra is a global “sandbox” open world game. The player is set in the medieval times and dropped into the woods with almost no clothes and livelihood. In order to survive, the player must scavenge for materials to start making basic tools and to eat. Although some animals are dangerous, many others can be caught for their meat and fear is a necessary evil for the player to get accustomed to the environment. Starting off as a nude victim of the world, you must climb your way to the top using your own wit, knowledge of survival, and resources around you to eventually reshape yourself into a noble owner of a grand castle.

We are now at the stage of the project where the players feel real emotion and attachment to their character and virtual goods. Free players can attack each other and death results in a complete loss of equipment. Destruction and robbery of buildings provide many facets of PvP experience however, we understand that the players will need a few peaceful regions where they can feel more secure.

We have implemented a unique hunger and costs system which forces the character to further develop and improve themselves depending on the situation. It makes for an interesting mechanic adding factors such as the occupation of land and buildings. The player may transfer the place of resurrection for travel, raids, and robberies. These factors make playing interesting and it’s the feedback we receive from the active players which help develop the project.

What technology is the basis for the game?

As far as the mechanics go in-game, many features are provided including: crop cultivation, tree planting, fishing, breeding, hunting, mining, wood harvesting, iron smelting, manufacturing clothing, developing weapons and tools, and much more.

Visual aspects within the game are quite similar to other popular isometric third person games such as the Diablo series.

The technology we selected for the game can also run on mobile platforms. We initially had such plans and thought of the possibilities of porting the game onto the mobile device but for now the client application is for the PC.

What tools did you use during production?

We did not use any super editors to write code instead of us but the technology and services we used in the project was carefully selected by our architect because they were particularly innovative and interesting. These services include the cloud system server deployment, command of communication, technical support systems, and user mail notification. Personally, I’ve been in the IT-industry for over 15 years and it really is a new technological breakthrough.

I can not but mention the service of Xsolla. We have been working together since the last project and you guys have an excellent level of support and assistance. I want to say a special thank you to our manager – Alyona Meluzova. We are always in connection and any matter that arises is brought to a prompt end.

How do you sell a project?

We sell early access kits. This is the key to the game and the title includes many bonuses and recipes. It is suitable for those who like this genre and want to play now in order to participate in building and improving the game. This is a contribution to the development of the project and the players themselves become the sponsors because, as I said earlier, we are working without an investor and do everything on our own. Sets in early access vary in composition depending on how much money a player can afford to invest in our project.


We’ve only just started at the end of April so summing up results is a bit early for us but we’ve already been supported on portals such as GoHa, GameTarget, and World-MMO with positive reviews. Players seem to like our idea.

Why did you refuse the F2P-monetization?

At the moment, we need thoughtful and thorough players who will relate to the project directly. That is why we are now limiting the number to bring into play precisely those who are willing to pay, as well as express their judgment and guide the development of the project. It is possible that we will return to the format of F2P but not for now.

How does the in-game economy work?

As I said, all the initial resources the player collects in his outings and travels can be converted into other resources/tools with the help of special structures or instruments. In addition, the player has to look in abandoned places to search for new recipes and drawings which gives reason for demand and for internal communication between the players to trade. Rare things also stimulate interchange and trade relationships.

How do you work with the audience?

We have communities in various social networks where we communicate with our players. However, the greatest amount of activity is always happening on our forum. They create a coalition, sell items, offer their ideas, and report errors or deficiencies.

With regards to the conflict, the game is designed so that all conflicts can be solved within the project with the help of a trusty sword or bow.

What platforms are available for the game?

Currently we are distributing the game as a client application for the Windows OS but in the near future, the game will be available on Mac, Linux, Android and iOS as it boasts a cross-platform engine.

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