An army battalion is sent to quarantine the population but 48 hours later all communication with the battalion is lost.
You are part of a NATO special intervention team sent to investigate.
What was supposed to be a simple mission quickly turns into a fight for survival as your helicopter crashes, stranding you on the island, alone.
Low on food and equipped with only a small survival kit, you'll need to craft tools, build barricades, fences, and traps as well as find, upgrade, and maintain your shelter to survive as you uncover the dark origins of the virus, and the horrible mutating effects it has on its hosts.
How long can you survive on the island, and how long can you survive the voracious creatures that hunt you?
KEY FEATURES
- A large and detailed game environment
- Urban areas, sewers, caves, and various different areas to explore
- Unique enemies with different attack patterns
- A unique and realistic tactical helmet with military HUD
- Building barricades, fences and traps to fortify the base.
- Craft tools and weapons
- hunting and cooking food
- Treat wounds and other injuries
- Wide array of both conventional and non conventional weapons
- A day night cycle and dynamic weather
- Unique stress and sleep mechanics
Hi everyone,\nI want to share a clear update on the future of Vorax and explain what Rebirth really means.
This is not a marketing post. Its an explanation.
First, one important thing:\n
Vorax has never failed in what it wanted to be artistically.\nIts atmosphere, visual identity, creature design and overall tone have always been the part I was most proud of and many of you appreciated those aspects too.
Where Vorax truly struggled was on the technical side: stability, performance, and the ability to evolve cleanly over time.
How Vorax ended up in this state
During most of Voraxs development (almost three years), I was heavily involved in a demanding real-world project a large-scale company building renovation that absorbed a huge amount of my time and energy throughout 20222024.
While that project ultimately ended successfully, it took away the developer focus that Vorax needed.
Because of this, I delegated most of the technical and architectural decisions of Vorax.\nThat choice, combined with the complexity of a true open-world structure, led to a codebase that was difficult to optimize, difficult to extend, and increasingly fragile.
This is not an attempt to shift responsibility.\nThe responsibility for Vorax its strengths and its failures is entirely mine.
I created the project, I supervised it (poorly, at times), and the final result is on me.
The turning point (2025)
In 2025, once the real eastate project was finally over, I was able to look at Vorax with fresh eyes and full focus.
What I found was clear and unavoidable:
multiple architectural bottlenecks
[/*]technical choices that made iteration slow and risky
[/*]performance issues deeply rooted in the core structure
[/*]
At that point, continuing to patch Vorax would have been dishonest and ineffective.
So I made a hard decision:
stop everything, analyze everything, and start over.
This also meant ending all previous technical collaborations related to the old implementation.\nAgain: not to blame anyone but because the architecture itself needed a clean break.
What Rebirth means
Vorax: Rebirth is not a continuation of the old build.
Vorax Rebirth is not Vorax with fixes.\nIt is a restart from version 0.1.
Some key changes:
the previous fully open-world technical approach has been abandoned\n(this will not negatively affect the gameplay experience)
[/*]the game is now built around contained environments / levels, far more sustainable
[/*]I am personally handling the core technical architecture
[/*]performance and stability come before content and story
[/*]
Rebirth will start slowly and deliberately.
The first versions will focus on:
sandbox-style environments
[/*]core systems (inventory, weapons, enemies, AI, combat)
[/*]solid performance and clean behavior
[/*]
Only after the technical foundation proves stable and reliable will we expand:
environments
[/*]narrative elements
[/*]story progression
[/*]
This is the opposite of how the original Vorax was built and that is intentional.
The initial versions will be closer to a sandbox environment, where players can experience and test the core systems:\ninventory, weapons, enemies, movement, combat, survival mechanics this time implemented properly.
Only after performance and stability are solid will narrative elements and larger content be added.
Why Im confident this time
Today the situation is very different:
my time and focus are finally fully back on development
[/*]Ive spent months deeply understanding what went wrong, both technically and structurally
[/*]Im rebuilding Vorax with a simpler, clearer, and far more realistic architecture
[/*]development is once again focused, enjoyable, and technically solid
[/*]
In parallel, Ive been working on a smaller project (The Apartment, a working title, to be released in the coming months).\nThat project has been extremely valuable for me as a developer: it allowed me to refine workflows, performance strategies, and architectural decisions that directly apply to Vorax Rebirth.
Several core technical aspects are shared between the two projects, and what Ive learned there is already shaping Vorax in a much healthier way.
This doesnt mean promises or deadlines.\nIt means a sustainable path forward.
Looking ahead
Rebirth will grow step by step, update by update.\nPlayers who appreciated the spirit of the original Vorax will be able to see its core ideas take shape again this time on foundations that can actually support them.
This is not about rushing.\nIts about doing it right.
Thank you to everyone who stayed, criticized constructively, or simply waited.\nMore updates will follow as Rebirth progresses.
Riccardo
Minimum Setup
- OS: SteamOS. Ubuntu.
- Processor: 3.2 GHz Dual Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 660. Radeon RX 460 or equivalent with 2 GB of video RAM
- Storage: 16 GB available spaceAdditional Notes: IMPORTANT NOTICE: Don't meet the above requirements? Running on Ubuntu? That doesn't mean your configuration wont run Civ V. it just means we have not tested and vetted your configuration.
Recommended Setup
- OS: SteamOS. Ubuntu.
- Processor: 3.2 GHz Dual Core Processor
- Graphics: GeForce 1070. Radeon RX 580 or equivalent with 4GB of video RAM
- Storage: 16 GB available spaceAdditional Notes: IMPORTANT NOTICE: Don't meet the above requirements? Running on Ubuntu? That doesn't mean your configuration wont run Civ V. it just means we have not tested and vetted your configuration.
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