Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
UntetheredNewsPre-alpha 11 is done!
Community

Pre-alpha 11 is done!

Untethered · published 10 Dec 2025, 07:31 UTC

All newsPlayers around this dateRead on Steam

Hello! It's me again! Been a while, I know. Thought I'd write up a little update on what I've been up to.

As you can read in the title, Untethered Pre-alpha 11 is complete. This is a major development milestone, which marks the final major pre-alpha update. So, let’s talk about what I did in that time.

What's New

Freight & Progression

The tech tree now has tiers, which restricts things a little more and gives me some more control over the broader pacing of the game. In the early game, you progress through these tiers with clearance levels, which forces you to explore. And as you transition to the later game, you’ll have to complete freight contracts, which require you to load various bulk commodities onto freighters and ship them off. 

The whole “freight contract” system was something that I had planned for a very long time to exist much later in the game in a slightly different form that I would introduce in Early Access, but for various reasons I’ve decided to try bringing it much earlier. 

Environments

I don’t want to spoil too much, but I’ve made some big steps towards completing some environments. Things are looking better, but there are still a few places that need to be redone. I also made a little video showing off some of these new environments, so give it a watch if you're intrigued!

Docking & Fuel Loading

To fix some progression issues, I've added the ability to dock to certain wrecks, and extract the fuel stored in them.

Asteroids

Asteroids have received another major upgrade, with improvements to procedural generation, terraforming, surface shaders, and performance. However, there are still several known issues (largely related to performance) that will be addressed in the coming months. Once I've resolved these major performance issues, I'll be able to add some larger asteroids into the game.

Also, the way you find asteroids has been changed. The Radar Module added in pre-alpha 10 has since been cut, and asteroid orbits are now sourced from data files you can find in wreckage.

And Everything Else...

The game has of course seen many, many other small improvements, including various new models, performance improvements, refactoring, bug fixes, UI/UX improvements, and some major rebalancing.

Three Years

We also celebrated the completion of the third year of development on Untethered in October, with a picnic in the park.

PAX Australia 2025

While I wasn't exhibiting this year, I decided to make an Untethered themed costume to walk around the Expo Hall in. Had a great time catching up with the Australian game devs, with a whole bunch of new and old faces!

What's Next

A Bit of Background

Up until this point, I've been in the pre-alpha phase of development. My process has been to complete big development cycles, where I conduct a playtest, take a bunch of notes, then tear apart and rebuild many of the game's systems over the course of several months. This approach allows me to take an experimental approach to development and lets me explore some of the other paths I can take to "find" Untethered.

My notes for pre-alpha 10 were 5 pages long. For pre-alpha 11? Just over a single page.

I'm taking this as a sign that I've found the game. Or at least I'm in the ballpark. So, the next milestone will be alpha.

What's Alpha?

Alpha is the next step for Untethered. To get there, I'm going to need to conduct one more "teardown" cycle, during which I need to fix some major technical issues regarding modules, which may require a complete rewrite of module construction.

I'll also implement a few other final touches that require system overhauls:

  • Shared module inventories and crafting from storage

  • Solar array rebalancing

  • Death system overhaul

  • Thermal control system upgrade

  • Docking system improvements and station collisions

  • Suit upgrades interface overhaul

  • Minor health & farming expansion

At some point along this journey, I’ll do a couple more one on one tests to check things, and once I feel comfortable that someone could safely play through the entirety of Untethered without softlocking themselves, we can go to alpha.

Once in alpha, there will be no more tearing things apart, unless it's absolutely necessary. My goal will be to solidify the foundation from which I can launch into Early Access. This means bug fixes, readability fixes, localisation, and gathering loads of data on the pacing of the whole experience. 

See the roadmap for how this all sits in my release timeline.

Regular Posts

And finally, I feel like I disappear for too long between updates, so I plan to make monthly Steam devlog posts from now on just to take the opportunity to show off what I’ve been working on that month. They won't be as in-depth as this one of course, but it's probably a good idea to send out a regular pulse so you know I haven't given up!

~~~

As always, thank you so much for all your support as I chip away at this enormous project. I read all your words of encouragement and feedback in the reviews, the Steam community, YouTube comments, and the Discord server. It means a lot, and I particularly appreciate your patience.

Thanks for reading,

Luna <3

More from Untethered

Other announcements

All news
Community12 Sep 2026Devlog: Docking System OverhaulHello! It's me again, back with another devlog (I know August was a long time ago, shhh). Right after I posted my last one, I ran away to Europe for three weeks. I had a lovely time, but it's good to get back to work. So, here's what we've been working on for the past month and a bit! New Faces Firstly, if you're a member of the Discord, you might have noticed a couple of new faces under the "d…Community26 Jun 2026Devlog: Alpha 2Greetings! I am happy to announce that Alpha 2 testing has begun. Playtesting is now well underway, and while my wonderful playtesters are busy breaking my hard work, I figured I'd give you an update on what I've been working on over the past two months. Thermal Control System Upgrade After some hotfixing and some UX improvements, I decided that the system most in need of love was the thermal c…Community2 May 2026Alpha has begun!Greetings! I'm happy to announce that the alpha period of development has officially begun. That is, the game has reached a point where I believe all of the gameplay needed to release to Early Access is there. Now begins the long and somewhat tedious process of testing, fixing bugs, finishing art, balancing and tweaking to get the game ready for paying customers. The roadmap has been updated, a…