The first build of TerrainGen has been released, marking a significant development for Substrata users. This new tool allows creators to:
- Generate custom terrain for personal worlds in Substrata
- Export terrain for use in other applications
- Build more personalized virtual spaces
This release follows November's major optimization update, which improved performance up to 5x on lower-end devices and web clients through enhanced draw call efficiency.
Want to start creating? Visit substrata.info to download the native client or try the web version.
First build of TerrainGen is available! You can use this to create terrain for your Substrata personal worlds (or use in any other app).
Substrata Webclient Update: New Features and iOS Issues
Substrata has launched an updated web client with notable improvements: - New sound capabilities added - Initial download size reduced by ~50% - Known WebGL context issues on iOS devices (iPad/iPhone) The team is actively investigating the iOS-related graphics problems. Users can access the latest version at [substrata.info/webclient](https://substrata.info/webclient). *Previous update in March introduced audio features and optimized data files.*
Substrata Expands Cross-Platform Support
Substrata announces comprehensive cross-platform compatibility, now supporting: - Desktop web browsers - Native desktop applications - iPad web access - Android web browsers This expansion aligns with current mobile usage trends, where **92% of internet users prefer mobile access**. The platform aims to provide seamless Web3 experiences across all devices, enabling users to explore, create, and interact in their shared digital space. *Development continues with regular updates and improvements.*
Substrata Achieves Major Performance Milestone
Substrata has achieved significant performance improvements in its loading times. The system now takes only 4-5 seconds from program start to full load, handling: - 10,000+ objects - 40 GB of processed data - 6,000 GL objects - 1,700 textures This represents a notable improvement from previous versions, with mesh and texture loading now occurring asynchronously. The main bottleneck remains initial server communication between NZ and Germany, highlighting the impact of geographical distance on round-trip times. *Previous benchmark*: Mesh and texture loading alone took 2 seconds for 485 meshes and 1,760 textures.
Debugging Progress: From Glitch Art to Graffiti Shaders

The Substrata development team has been working on resolving issues with the decal shader system, which initially produced some interesting glitch art effects during debugging. Following this, the team successfully implemented a blueprints graffiti shader, marking a significant technical milestone. The shader now includes specific minting rules to maintain appropriate content standards. - Decal shader debugging revealed unexpected artistic glitches - Graffiti shader implementation complete - New content moderation features integrated into minting process *Technical progress continues as the platform balances creative freedom with community standards.*