EXPLORE
Explore gorgeous raytraced voxel lands, with interesting hand-crafted locations around every corner.SHOOT
Meet the local mutated wild-life, and let them know how you really feel, with guns, melee and even spells.See the voxels fly off them down to their skeletons!
QUEST
What is this "ooze" that is changing the land, and how can it be fixed? All we know is that the locals don't seem capable of doing so themselves, and are looking to outsource their problems to you. Seems fair?BUILD & DESTROY
Lands are fully destructable / mineable down to the last voxel, provided you have the right tools! Everything you destroy, you can also build. Find creative solutions to problems, or just enjoy re-designing the scenery.Have grander visions of building? Use the built-in friendly editor that allows you to build just like in-game to create your own lands, with your own gameplay and quests.
LOOT & CRAFT
Obtain items from chests, quests, mining and buying, then turn them into the things you've always wanted.SURVIVE
While in some lands a powerful rifle is a mere matter of chatting up a local, in others you may haveto scavenge to.. craft a stick? Your position in the foodchain mary vary accordingly, please take
the necessary precautions.
Play alone, or with friends (co-op not enabled in first demo)! Assuming you know how to share..
We have a new DEMO up on Steam, that allows you to try both a procedural survival world and an \"adventure\" world!\n\nThe game is also 40% off in the Steam Winter sale, if you didn\'t have the game yet.
And if you do already have the game, the BEST way you can support us is by leaving us a Steam REVIEW!
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UI
* Contextual tutorial: gives tips on what you may want to do next on the left side of your screen in any world.
* Carpenter tool UI overhaul: now shows previews of what you\'re about to build.
* General UI overhaul with better font and better uniform scaling.
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Gameplay
* Swimming now has its own \"swimming stamina\" stat, making it much more predictable how long you have until you start drowning in water. Diving helmets increase this time substantially.
* Carpenter tool has new wood log material.
* Randomize items will now auto-unwrap when you receive them.
* Improved object placement.
* Objects placement and gloves snap to build plan.
* XP spawns on monster death, longer timeout.
* Slow down lateral movement on ladders.
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Worlds
* Old Wayland Ruins: Updated Old Wayland Ruins to be less of a handholding tutorial and more of a mini-open world which should let players learn the basics of crafting, combat, and exploration.
* Isle of Vox: Demo Version of Isle of Vox updated to feature the carpenter tool and various other gameplay improvements.
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Procedural Survival
* Camps with monsters are now separated from points of interest without monsters, so players can more easily adjust the monster quantities in their worlds.
* A quest to activate World Cores is now active from the start. Decker\'s admittedly long-winded tutorialization of various gameplay features has been toned down substantially in favor of the new context-aware tutorials.
* New World Core Towers are available in several biomes for a more varied gameplay experience.
* Craftables have been streamlined a bit for two reasons: one, so starting players have a bit more direction into what to do first, and two, so the Build Tool is more prominently useful to players.
* Diving helmets and related blueprints and upgrades can now be found in various chests throughout the world to improve the swimming and underwater experience.
* Bosses and Shops are now labeled on the map.
* New quests include repairing a log cabin and lifting a tractor out of a deep hole.
* Carpentry Workbench: Added new craftable log cabin pieces and decor items.
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Monsters
* The zombie model has been updated to a more ooze-y theme! The Zombie corpse container and loot have been updated to match.
* The ghost enemy has been made creepier with a new skeleton. The ghost corpse container has been updated to match as well.
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Sound
* New placement SFX for crystals, metals, gems, gears, screws, springs, rubber, plastic, and bone.
* XP baubles now make a small sound when scooped up by the player.
* Crossbow bolts now make SFX on impact, and throwing stones make a whoosh when thrown.
* New sound and visual effects for the Skeleton Gunner and Brock Crab, including firing, impact, and reload sounds, and adjusted VFX for tracers.
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Rendering
* Rendering: improved the look of water to be less transparent and overly reflective.
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Fixes
* Fix monster/NPC movement in water.
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Gameplay:
* Swimming: you swim slightly faster, takes less stamina.
* Carpenter tool: Ladders! Better UI!
* Status bars blink if <25%
* Add XP collectables.
* Headshots do critical hit damage.
* Explosions now do twice as much damage to enemies as they did before! POW!
* Gramaphones now play music when poked! (May not be present in all worlds yet)
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Procedural Survival:
* New vendors with handsom shops and chatty shopkeepers replace some old debug shops
* Locked chests are now sprinkled around Survival worlds. Find or purchase keys to get at the high-value loot inside.
* Clay is now visibly pinker and spawns more often on beaches, as well as underwater.
* Monsters, quests, chests, and many POIs now spawn a bit further from the player, allowing a bit more ease-in to the survival experience.
* Eloise\'s snowman now repairs in the correct orientation.
* Added berry bushes.
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Enemies:
* Brock Crab: The Brock Crab boss now fires massive, explosive harpoons!
* Undead Monsters: The Zombie and the Ghost have had visual overhauls to make them more thematic, more creepy, and sized similar to our NPCs. They\'ve also had some gameplay tweaks as a result of the size change.
* Skeleton Gunner: The skeleton gunner now has a reload animation and reloads after each blunderbuss shot. Their attacks also deal much more damage, and their HP has been adjusted for difficulty
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Fixes:
* Physics: Reset physics when dying.
* NPC navigation: Better navigation in water, and fix NPCs repeating waypoints in multiplayer.
* Multiplayer: Fix broken panning/scrolling map.
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Audio:
* New placement sounds for a bunch of materials including leather, bone, brick, and water.
* Ratmen now have their own unique revolver sound effect
* Mushroom monsters now have unique sound effects
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UI:
* HUD: Several HUD elements have had small visual upgrades, including the health/stamina/food bars, the minimap/compass, and the hotbar.
* More consistent scaling regardless of resolution.
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We\'ve been working hard on a new mode that allows you to play Procedural Survival Islands.. which are very different gameplay wise from the hand-designed quest driven worlds we launched in Early Access with!
This was one of the most requested features here on the Steam discussion boards and in reviews, so please try it out, and give us some feedback, especially if you have tried the game before.
This is a new demo that exclusively allows you to play one Procedural Survival Island, it does NOT contain any of the normal game tutorials or demo worlds!
You can review this demo separately from the main game, which would help. Or start a thread in the forums, or join our Discord..
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Survival Mode
* Get your bearings! A new tutorial NPC, Decker, spawns near the player.
* Added carpentry workbench which can be used to craft base-building items. Release your inner decorator!
Procedural Generation
* General tuning pass to reduce excessive POIs and overabundant loot chests, and to make better use of beach and underwater spawning; don your diving helmets!
* Clay appears much more frequently in the world.
* Improved placement for many POIs.
* Adjusted monster levels in many POIs to more accurately reflect their respective biome difficulties.
* Improved copper and iron ore POIs.
* Bog: Added pumpkin patches and a new tower.
* Grasslands: Added new mimic variants and a kiln.
* Barrens: Added a new boss arena, as well as new rubbish dumps and a kiln.
* Snow: Added new supply sheds.
* Ocean: Added many new watercraft POIs.
Monsters
* Take aim! Headshots do 150% damage, and can interrupt a monster\'s attack.
* Monster footsteps are now more audible.
* Fixed some cases where a monster would interrupt its behavior when attacked.
* Monsters will immediately de-aggro when there are no more targets, stop hunting when aggro is zero, and remove target when it dies.
* Fixed a bug in hitscan attacks where a monster would automatically miss because they moved.
* Improved monster navigation when in the ocean.
* Monsters now play idle sounds when not aggro.
* Mossbeard Treeant is now much more formidable with higher HP, attack range, and speed.
* The Red Roc bird is now a bit easier to fight.
* The Gun Skeleton has been tuned and has new animations and sound effects.
* Mush Man and Monster Mush enemies now feature a new distinct voice.
Multiplayer
* Monster <-> player damage scales 15% with every extra player.
* Improved network bandwidth and monster sync.
* Players can now set their nickname.
* Other players\' dots will be drawn on the compass on top of other dots and at 125% size.
* Player names are no longer rendered on the map.
Editor
* Fixed a group select bug where selecting an object that is already part of a group would not include all other objects in that group.
* Fixed group select bug where objects/entities may end up in multiple groups.
* Action editor search now finds all matching conditions and effects too.
* Show the number of matching items in the \"Find Item\" UI.
Tutorials & Campaign
* Lifton\'s Rest has been overhauled to support new glove functionality, as well as adding visual, narrative, and gameplay improvements.
* Grotto, Zen Garden, Old Wayland Ruins, and Great Basin Temple have been updated and had fixes to correct for recent gameplay tweaks.
General
* New main menu UI with buttons instead of tabs.
* Weak weapons now break fewer blocks in the environment, while strong ones break more.
* You can now pin crafting recipes as part of your quest list.
* Repair tool now highlights repairable items in a building plan.
* HUD shows when you have more health than your current max health.
* Fixed crash caused by holding objects with gloves during savegame.
* Fixed bug where objects would delay falling for a long time.
* New bloodied bag drops when NPCs are killed, replacing a debug asset.
* Armor recipes have been updated to better support survival gameplay.
* Added new crate harvestables which leave behind the empty crate.
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* Gameplay: The default craftable chest now holds slightly fewer items.
* Points of Interest: Mountain springs, fishman caves, Seaside homes, ruined houses, snowy onsens, repairable vending machines.
* Crafting: large iron chests, are now easier to craft, but the smelter is a bit harder
* World Generation: Some crafting materials, such as clay, are now much easier to find. Old temp ore piles have in many cases been replaced by small quarries and exposed deposits.
* Water World Generation: shipwrecks and other objects now spawn on the rocks of the \"underwater\" biome, and boats and a few select floating objects now spawn at sea!
* Repair Tool: The repair tool has new art for its several tiers of power.
* Crossbow: The crossbow now features procedurally generated art, with different components representing different stats.
* Boss Fights: The forest and barrens bosses now have some cool trappings and require some legwork to unlock.
* Monsters: New WIP gun-toting skeleton enemy. Many other monsters have been tweaked and tuned.
* Monster Audio: The Brock Crab now has sound effects!
* All status bars like health, stamina etc show the amount recently lost, to more easily see the effect of game actions.
* Named containers: you can give each a name, such that they are easier to switch to when looking at all nearby containers.
* Diving helmet now has a speed attribute, allowing faster swimming.
* You can now break down old weapons/tools in the inventory and regain some of their materials, relative to the wear level.
* Player spawn now drops you from a small height with some particles and a sound effect.
* Procedural Generation: now can spawn things in underwater and sea biomes, fixes to placement.
* You can now host a co-op game directly from a new procgen world.
* You can still interact with an NPC even if all quests are currently blocked.
* Carpenter tool has better sounds.
* Carpenter tool is available in the editor too.
* Vendors may now have limits how much they buy/sell. Quests can now require the player has bought/sold a certain amount.
* Rendering of distant parts of the world improved.
* Fixed non-player created containers showing up as nearby containers.
* Fixed Jackhammer not always recovering correct material amounts.
* Fixed vendor selling for bulk items.
* Gloves: Update visuals.
* Object Physics: Moving a held object near a floating object doesn\'t cause it to fall.
* Object Physics: Dropping items, opening chests, and harvesting objects doesn\'t cause objects to fall.
* Repair tool: Improve UI to show materials/resources needed and how many in the inventory.
* NPCs: Fix behavior when NPC is leading the player. Turn to face the player when nearby. Fix \"payback\" on friendly targets, so they don\'t target the player forever. Cowering NPCs eventually calm down if you damage them. Dialog is automatically ended if the NPC is too far away.
* NPC: Angry eyes aren\'t shown for cowering NPCs.
* Monsters: Blocking monsters can only block with their \"shield\" bone.
* Effectlang: Picking up an object does not trigger its On Destroy effect. \"TeleportPlayer\" now uses yaw from QuestMarker. \"ForceDialog\" with false properly ends the dialog.
* Multiplayer: Improve network usage. Fix monster targeting of non-host players. Fix non-host players damaging monsters. Fix all chests being displayed on non-host. Fix NPC navigation on non-host. Play kick animation. All players get the same craftables (e.g. from blueprints, destroying object)
* Editor: Improve performance when testing a level. Fix tiling of objects when using multi-place. Display the number of entities in a group in the Find Group window. Improve handling of empty groups.
* World Generation: Desert path bricks now align properly.
* Great Basin Temple: Monster balancing and minor upkeep fixes.
* Points of Interest: New gardens, libraries, and gargoyle camps added.
* Objects: New treasure set, fireplace, candles, and cages!
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- Carpenter Tool: Use any wood/stone/dirt in your inventory to directly build various shaped walls, floors and other things in the game world, to make bases, bridges, defenses, and whatever else you may want.
- UI improvements to inventory management: Drag and drop directly to the gameworld to drop items. Shift-click to transfer to containers. A \"Quick Stack\" button automatically sorts into multiple containers.
- Procedural Generation: Upgrade to cave systems, with new \"cavern\" and \"worm\" additions.
- Building plan quests: Now show exactly which objects are still missing on the HUD.
- Fix vendor selling of bullets and other bulk items.
- Crafting: Stoves are now easier to craft a bit earlier during normal Survival gameplay.
- Elixirs: Powerful Elixirs crafted with the Cauldron now require monster parts to concoct.
- Procedurally Generated Worlds: Many new points-of-interest including ice caverns, buried treasures, ruined houses, and snow-covered landfills.
- Pig God: Do NOT insult Pig God.
- Repair Tool: New art for the repair tool includes three different categories of wrench representing what level of objects the tool is capable of repairing.
- Audio: New work-in-progress sound effects for Treeants and the Brock Crab.
- Crossbow: The crossbow model is now procedurally generated based on its stats such as damage, zoom, accuracy, and stability.
- Monsters: Gargoyle visuals updated.
- Procedural Worlds: The player will now spawn on a stone rune.
- Great Basin Temple: Fixed an issue where fruit baskets were not harvestable.
- Procedural Generation: Many new Bog and Plains points-of-interest.
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* Procedural World Generation: Many new point-of-interest locations and chest styles. Some respawn points randomly spawn around the world. Rebalanced spawning with better placement and frequency of POIs, resources, and quests.
* Procedural World Quests: New quests for Mr. Chow, a wandering foodie, and the Mildred Betterman Charitable Society. You can also hire a kawaii mercenary with a giant sword to travel with you on your journey (WIP)
* Procedural World Narrative: Libraries now randomly spawn different books containing snippets of Voxile lore!
* Procedural World Trails: Trails through proc gen worlds are now 2 blocks wide and set one block deep into the terrain
* Monster Audio: New in-progress audio for the Treeant
* Monster Tuning: Tuning pass on the Red Roc, the small Ooze, and the Brock Crab boss. Skeleton Warriors attack more frequently, and regular workaday skeletons are easier to kick away!
* Throwing Stones: Throwing stones now cause a lot more knockback, great for punting enemies off cliffs
* HUD: Player corpse icons on the minimap are bigger and golden to make them easier to find
* Crafting: Stone Workbenches and Iron Workbenches now have slightly different recipes to smooth out crafting progression
* World Sim: Monsters and NPCs can now attack each other. Monsters and NPCs will now also attack anyone who does enough damage to them, including their own allies, so take careful aim! Both can be authored to aggro depending on various conditions, like never aggro, always aggro, aggro after taking damage, and aggro when nearby enemies are aggro\'d. In procedurally generated worlds, monsters will instinctively fight NPCs, and many NPCs will fight back!
* Map Markers: Players can now easily craft colorful map markers. Place them in the world to add a matching icon to the minimap and map, making navigating a bit more intentional and letting players mark places they\'ve been or need to return to
* Spells: The drain spell has been implemented, with WIP tuning. Drain takes HP from the target and gives it to the player!
* Editor: New Find/Items window allows you to search for items in all of a world\'s containers.
* Flowpath: Monsters and NPCs now nagivate the world much more efficiently, leading to better performance and better chases!
* Building plans are now usable with the gloves
* Procedural Generation: Generating initial worlds is now threaded and way faster.
* Procedural Generation: New recessed quarry POIs
* Art: New ancient stone building set for crafting mysterious ancient geometry, like obelisk monuments
* Procedural Generation: 10 new bog biome POIs featuring graveyards and sarcophagi
* Procedural Generation: New build-a-snowman quest
* Procedural Generation: New tree stump cache POIs
* Procedural Generation: New desert vendor
* Ore Columns: Improved ore visibility.
* Vines: New desert roots and snow biome icicles
* Procedural Generation: 2 new Bog Vampire Camp POI\'s
* Procedural Generation: New Bog Boss Plinth
* Survival Quests: New quests including a genie in a bottle and new stories with the Milfred Betterman Charitable Society.\n* Survival Worlds: Many more POIs, including more sensible chest spawning and loot distribution. New monster camps spawn in every biome! Many improved POIs now with functioning doors. Nearly all old single-object trees have been replaced with trees that come apart in physicalized chunks, way more fun to break down.\n* Monsters: Monsters now take more damage when falling (or being kicked!) from great heights.\n* Crafting: Some high-level craftables have been removed from the workbenches in order to make finding blueprints in the world a more exciting way to max out your character.\n* Swimming: there is now \"wading\" before you get deep enough to swim, and you move progressively slower as you get deeper in.\n* Swimming: You also don\'t use stamina if your feet are on the ground while swimming on the surface.\n* Swimming: fixed difficulty getting out of the water when looking up.\n* Health: cannot stack health pack past max anymore, and any amount past max slowly degrades.\n* Fog: there is now a setting for fog height.\n* Procedural Generation: improved placement that seeks to find flat ground for larger groups.\n* Procedural Generation: points of interest can now cut into the landscape.\n* Procedural Generation: size 11 world are a bit more stretched out.\n* Procedural Generation: caves/chasms have a more organic shape.\n* Editor: Allow placing objects when interacting.\n* Monsters: Render particle effect when spawning/despawning.\n* Monsters: More accurate spawning positions when testing a level in the editor.\n* UI: Fix compass rendering.\n* Procedural Generation: Added new snow biome POIs and updated quarry POIs.\n* Procedural Generation: 6 new Bog Biome POI\'s.\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/b758138ddf9a5f1ab6fea4ab3479acfa06eb7391.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/927e12715958fb6674305df47d3fced144a165cd.png\"][/img]
* When looking at any container, there are tabs for any nearby containers, simplifying container inventory management.
* The stamina upgrade in the boots equipment now only affects sprint/jump/land/kick, but not melee/swim etc.
* Procedural Generation: improvements to landscape: desert columns, smaller terassing steps, smoother, no placement on paths, better placement.
* Procedural Generation: better player spawn location.
* Improved UI for upscaling rendering settings.
* Support for tilesets made from 16 different configurations.
* Survival Mode: Improved Loot and Monster balancing, labels have been added to important landmarks, and many new structures, towers, quests, and hidden treasures can be found.
* Procedural Generation: New objects make mining some materials easier and more natural -- for instance, discarded tires may appear in place of old rubber piles, and more ore types have been added to overhang rock columns.
* Bags: Bags now have more slots, particularly at higher levels.
* Trees: Many trees are now broken up into groups, making them fall apart as you mine them for wood and plant materials. (This change has not been populated across old worlds yet).
* Enemies: A sneaky new enemy lies in wait for greedy explorers in procedurally-generated Survival worlds. But it\'s a secret!
* Brock Crab: The Brock Crab now boasts a powerful hitscan attack (animation still coming!)
* Object physics: Improved falling logic (e.g. cans on a bookshelf fall properly).
* Editor: Fix tool picking in the group editor.
* Editor: Fix unpredictable crash when currently selected object changes.
* Editor: Add \"Remove all unpinned\" button.
* Procedural Generation: Added new lighthouse point of interest and new tree stumps to harvest wood from.
* Procedural Generation: Added new rock formations, columns, and a path tileset to the desert biome.
* Procedural Generation: Added 7 new points of interest in the plains biome.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/044d95414046982905c315cd8be3e8e9d9e8646a.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/c62b14854f934a6990ce5b3c5fecf77e7e23b8ff.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/afb211a29804322243a0a1d73874f341ff966ada.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/a30d7208b9a3f854d71c9a8b499a8f59fbbb1706.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44706857/546ef6522ed7fcad77246a0fa57a9b0408200741.png\"][/img]
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* Fix bug when loading a savegame with a walking NPC.
* Fix missing monster step sounds.
* Some kick improvements: bigger knockback with more arc, better damage radius.
* Add vacuum tool.
* Add wind spell, and auto-pin all spells.
* Editor: Improve placement of aligned objects.
* Editor: Add gloves to \"Add Item...\" popup.
* Editor: Display group filename in \"Load\" menu and inventory.
* Procedural Generation: Worlds now have boss fights and world cores that \"end\" the level. Worlds now have some small quests to complete (Many more to come!). New point-of-interest areas like monster camps, hidden treasure, and collections of crops make hunting and gathering more engaging. Treasure chests in camps and other points-of-interest have their own higher-value list of loot!
* Desert Biome: New tilesets, props, monster distributions, and camps for the desert biome, which replaces (for now!) the former mesa biome
* Food: A few new chili-centered recipes, and new cereal and DELUXE cereal recipes, as well as the new candied apple and fruit salad, both of which rely on fruit harvested from fruit trees
* Tools: New vaccuum tool sucks up in-world objects and puts them in your inventory, replacing a similar function of gloves, which now move objects in the world but do not necessarily pocket them
* Procedural Generation: Heighfield based world generation can now use noise and chasm/cave generation.
* Procedural Generation: Point of interests can now check what objects can be placed, and follow the local terrain elevation.
* Procedural Generation: Procedural worlds can now have quests.
* Procedural Generation: Barrens biome has its own rock columns with different ores.
* Kick: there is now a way to upgrade its strength (in game and as perk)
* Procedural Generation: added new points of interest for forest biomes.
* Great Basin Temple: Added new cactus recipes and increased cactus availability, Fixed unintentional explosive barrel behavior, Reduced amount of birds.
* Procedural Generation: Desert biome added, including many new points of interest and landscape pieces.
Add kick attack (`F` key).
[/*]Editor: Entities can be added to groups, including group selection.
[/*]Gloves: Non-empty containers can now be moved.
[/*]Swimming: further fixes to underwater collision.
[/*]Fog rendering improvements.
[/*]UI: picking a map is not a popup anymore, but directly part of the main menu.
[/*]UI: you can continue any world where you last left it from the main menu.
[/*]Proc Gen Worlds: New points-of-interest including monster camps, buried treasure chests (empty for now but will soon be full!), and spires of rare ore. Resources have been rebalanced a bit, including adding groups of crops that spawn together to make food a bit more engaging, and upgrades are now more commonly available so you can beef up your equipment if you\'re lucky. Additionally, new NPC Grady spawns in the woods and will sell upgrades for your equipment -- for a price!
[/*]Crafting: Weak guns are now available on the stone work bench. Some adjustments to levels of weapons that can be crafted on different workbenches.
[/*]Monsters: New Brock Crab Monster is very incomplete but can be spawned. Small Ooze now occasionally drop coins, ooze, or oil material.
[/*]Club: The club is now less durable by default.
[/*]Boots: There are now four levels of boot with differing stats and crafting recipes.
[/*]Food: New \"Cereal\" food makes better use of corn and wheat in the early game.
[/*]Audio: New sound effects for placing various materials, new sound effects for stepping on crystal, and new monster sounds.
[/*]Great Basin Temple: Minor dialog improvements.
[/*]Dead Water (wip): Beginning of story quests are playable. (~5-15 minutes of gameplay so far), early development versions / gameplay tests of *Eavesdropping* and *Tailing* NPC\'s are now playable.
[/*]
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\n Swimming mechanics have been improved, easier to jump out on the water\'s edge, and more stable surface swimming.\n Building plan quests now automatically show all objects in the crafting menu.\n Starting a new procedural world in game defaults to \"survival\", and now uses the full set of biomes.\n Fixed falling damage not applying when holding jump while landing.\n New font for UI (experiment).\n ProcGen: Barrens and Forect biomes on by default.\n ProcGen: an area around the player is now always monster-free at the start.\n When out of stamina or weapon is broken, the player holds the weapon down to signal it can\'t be used.\n ProcGen: new rock columns may contain ores that can be mined.\n Add small particle effects for repairable objects.\n Monsters: Flying monsters back up into the air before swooping again.\n Editor UI: Warning if the response text is too verbose (>122 characters).\n Fix: Some explosive objects weren\'t interactable.\n Fix: The jackhammer progress bar would extend forever when holding down the button.\n Fix: Crash in the editor when placing objects near the edge of the world.\n Great Basin Temple: Dialog made more consistent and concise.\n
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* Jackhammer: Higher-level jackhammers now mine much more quickly.
* Bags: New bag models for different sizes of bags, and new crafting recipes for each size as well.
* Water Tool: Water tools have been tuned to have a greater spread of capacities, so earlier tools may carry far less water than stronger tools, which carry approximately one small lake.
* Audio: usable items such as weapons and tools now make an audible shattering sound when their durability reaches 0.
* Red Roc: Our bird monsters now attack quickly and will zip past the player, leaving only a small window of vulnerability with melee weapons. Watch out!
* Skeletons: Now attack a bit more frequently.
* New Monster Art: The SNAKEDOG has been added to the monster roster, though it is not yet finished, animated, or tuned for gameplay.
* Monster Mush: Big mushroom enemies have a cool new windup punch animation, and tuning to match.
* The Doma\'s Pants have been restored to their rightful form.
* Zen Garden: Fixes to some repairables that may have crashed the game. Fixes to some falling items that may have blocked progression.
* Procedural Generation: Forests now have fewer trees (and therefore more loot, resources, crops, and other objects)
* Containers can now be locked, similar to doors.
* Monsters take falling damage.
* Gloves: You can\'t stash an object into your inventory anymore, this functionality is moving to a future \"vacuum\" spell.
* Editor: Object position can be modified directly in properties window.
* Play sound when item breaks.
* Melee improvements: stamina rebalanced for fast and slow weapons, weapon held down when out of stamina.
* Procedural generation: new more varied rock columns with stalagmites/stalachtites.
* Building plans: a new game mechanic where a quest can have you build an exact configuration of objects (see dev/building_plan_test.world)
* Center icon gives more feedback when an action can\'t be performed.
- \n
- Crafting: New craftable candle resource used in McAbre crafting quests and in the normal crafting tree.\n
- Proc Gen: Some minor prop additions with some fun bonuses -- keep an eye out for oars on the beaches of your island!\n
- Proc Gen: worlds now generate sandy paths as part of the landscape by default.\n
- Monsters: Additional tuning and cleanup of various monsters.\n
- Object Physics: FPS improved especially for procgen worlds after you make the first modification.\n
- Effectlang: Rename SetFogDistance -> SetFog and add thickness parameter.\n
- Editor: New wooden ship pieces and decorations, including hulls, sails, cannons, ropes, and helms. New robot parts clutter and deactivated robots made from one of our backer designs.\n
- Editor: Increase autosave timeout to 5 seconds, don\'t autosave if actively using a tool.\n
- Editor: Display object materials in properties window.\n
- Crystal Cathedral: New island in WIP worlds folder. In a very early stage of development, but now playable!\n
- Dead Water: New island in WIP worlds folder. A murder Mystery themed level, In early blockout stage, not much gameplay. players can view the current city layout, and tilesets and color palettes that will be used.\n
When crafting, resources will automatically be pulled from nearby chests.
[/*]Monsters: Major tuning pass on most monsters with the new combat system. Ghosts now fly, Oozes are more aggressive, Vampires are scarier, and hitboxes all around are fairer. Get your fight on!
[/*]Monsters: Some improvements to melee attack behavior: flash red when building up to attack, hop backward immediately after attack.
[/*]Monsters: Fix broken animation on small ooze.
[/*]Crafting: Low-power jackhammer and stick are easier to craft.
[/*]Repair Tool now works on vending machines.
[/*]Platforms: Fix platforms going off the rails when blocked.
[/*]Nudging now works when placing objects in-game.
[/*]Editor: "Add Item..." now includes brushes.
[/*]Editor: you can now see the map just like in game.
[/*]Proc-Gen Worlds: Repairable bullet vending machines may spawn in procedurally-generated worlds.
[/*]Proc-Gen Worlds: Fix slow fps/many falling objects in arena/survivor levels.
[/*]Proc-Gen Worlds: players now always spawn in the easiest biome.
[/*]



Biomes: New forest tileset, better tilesets for overhangs in some biomes. Refinement and tuning of trees and vegetation in each biome. Beaches and Mountains are more clearly delineated from neighboring biomes.
[/*]Procedural Propping: Major propping and lighting pass for most biomes, including little sprites, lamps and lanterns, bioluminescent mushrooms, tombstones, dilapidated vehicles and random garbage as appropriate. Barrens, Bog and Forest now much more advanced. Rubber, electronics, and other advanced materials are more available in the world to craft high-end equipment. Ruined houses now spawn in the Barrens.
[/*]Procedurally Placed Vendors - Vendor NPCs added to Building, Survival, and Arena modes (something to spend all those coins on!) -- including one who sells conveniently snapping building pieces (more to come!) and another who flips materials for coins, buying or selling.
[/*]Building Mode: Building mode chests contain lots of fun props to decorate your digs with
[/*]Crafting: Ladders and plank bridges now craftable on wooden workbenches
[/*]Melee Monsters: Melee monsters now have a more defined charge up, attack, and retreat pattern, making combat feel a bit more tactical and aggressive, but also a bit less random. Beware there may be some balance issues we'll iron out in the coming weeks!
[/*]Water Tool: Water tools now feature procedurally generated models and crafting recipes, as well as new sound effects!
[/*]Crafting: Water can now be crafted by melting ice in campfires
[/*]Gargoyle: A new Gargoyle enemy is in the works for the upcoming Crystal Cathedral level! But for now it just looks like a remap of the bird...
[/*]Monsters: All melee monsters now have a buildup animation, and leap at the player to attack, and hop left/right/away to dodge the player's attacks
[/*]Fix: Crash in Heldonia when the same object is exploded multiple times
[/*]Gloves: Can pick up empty container and workbenches
[/*]Gloves: Landscape objects fall properly when dropped
[/*]Gloves: Animation when picking up/dropping items
[/*]Jackhammer: Using the tool makes noise that monsters can hear
[/*]Water tool: Don't use stamina or play sfx when not sucking up water
[/*]Editor: Dialog now supports `**bold**` text
[/*]Animation Editor: UI overhaul
[/*]Inventory: now has a separate area for the first 9 items which are always at the start of your hotbar, to replace the "pinning" feature.
[/*]Procedural worlds: overhang biome can spawn items, better rock columns, larger biomes in size 11 worlds, NPCs, better terrain smoothing.
[/*]




Audio: New sound effects for the water tool
[/*]Multiplayer: Synchronize randomness for object destruction
[/*]Editor: Fix bugs when loading very large groups in the group editor
[/*]Gloves: Tagged objects can now be picked up (e.g. objects that can change from script)
[/*]UI: Better journal text wrapping
[/*]UI: NPC dialogue in MP from other players is now rendered smaller in the message log
[/*]ProcGen: New Barrens and Underhang biomes stubbed in, but not yet fully developed -- WIP!
[/*]ProcGen: better isolated column smoothing, rock columns, overhangs as placable biome, larger biomes in size 11 worlds.
[/*]UI: main stats HUD now uses icons instead of words.
[/*]UI: empty containers don't show up on compass/map anymore.
[/*]Removing a container now shows some "puff" feedback.
[/*]


A new update is live in Voxile:
Our worlds just got a whole lot more dynamic, destructible, and creative. Now, objects may come crashing down if unsupported, placed in air, or broken off from larger objectsand thanks to our smart new connectedness system, it all just magically works. World-builders can also exercise more control over the connectedness of their created items through new metadata fields if finer detail is required.
Heres whats changed:
Object Connectedness & Falling Behavior:
Connectedness Logic- Objects in the world now fall when unsettled. For example, a plate will drop if the table it's resting on is destroyed.
- Items can connect to others and will only fall if they become disconnected or if their supports are also unstable (such as a picture hanging on a collapsing wall).
- Objects can now tell which sides are touching or supported by other objects. If they dont already have that info, the game does its best to figure it out based on their shape.
[list] - This applies to lots of everyday items like furniture, pipes, and roof pieces, making everything behave more naturally when moved or broken.
Falling Behavior
- Objects that dont have support underneath them will now fall naturally (like a plate dropping if the table breaks).
- The way objects are animated to fall has been improved to look and feel smoother.
- Behind the scenes, the games code was restructured to handle this new falling behavior.
- Objects held by players are now visible to others in multiplayer.
- Objects that you move now respect the shape of the world around them; they can only move or slide into spaces they realistically fit, rather than passing through solid objects (e.g. you can't pull a chest out through a wall).
- You can no longer place objects too close to your character, thanks to improved collision detection.
- If you try to move a held object to a spot where it can't go, your movement will be blocked.
- While holding an object, youll need to let go before interacting with anything else.
- Sliding behavior while moving objects has been simplified.
- In-game object placement now uses precise collision detection, making it easier and more reliable to position items exactly where you want.
- Placement is now faster and snappier, with a cool puff-of-smoke effect when you place objects (both in the game or the Editor).
- Added cool puff-of-smoke effects when you place objects (both in the game or the Editor).
- Some objects now snap to the grid when placed.
World Updates & Quest Fixes:
- Liftons Rest got some polish, and its now easier to find the gloves needed to progress. Theres also a new camera moment at the end so you can reflect on the chaos youve caused on your way out.
- Willow Creek: Fixed a bug that could prevent Trashy Terrys quest from completing.
- McAbre: Some in-game sign text has been corrected, less furniture is needed to complete some rooms, and the portal design has been replaced with a world core design.
- Heldonia: Fixed terrain holes and quest issues reported by the community. Also added respawn totems and made some adjustments to shop prices and items for better balance.
- Great Basin Temple: Fixed issues caused by the new physics system. Now, instead of placing new bridges, you can repair existing ones.
Crafting & Economy:
- The default wooden workbench now lets you craft more items.
- Food-related workbenches have been made easier to build.
- Players can now craft slightly higher-level workbenches by default.
- The default prices for weapons, equipment, and food have been adjusted for better balance.
Enemies & NPCs:
- Monsters now have slightly reduced alert vision, making it a bit easier to escape encounters when you're in over your head.
- The mysterious Oona has received a new character model.
- Damage numbers that pop out of enemies are now easier to see.
- Vampires have new sound effects.
Multiplayer Improvements:
- Everyone now gets the same XP for completing quests in multiplayer.
- The game now waits for all players to be ready before switching to the next level.
- Fixed a bug where savegames sometimes wouldnt be created correctly.
- Items received from other players are now added to the front of your inventory.
- The lobby screen now refreshes automatically when switching tabs.
- When you use gloves in multiplayer mode, other players can now see them in real time.
- Fixed an issue where players would sometimes spawn overlapping each other when joining a game.
- Item sharing in multiplayer is now more balanced, with more reasonable quantities provided so players now receive fairer amounts.
Rendering, Performance & Settings:
- You can now set a cap on your framerate (FPS) in the settings.
- A new stereographic mode (still in progress!) lets you try out a different visual style.
- World files are now smaller and load more quickly. Player and graphics settings have also been improved to make them easier to read and use.
Procedural Generation:
- Biomes have been improved with smarter monster distribution, better loot balance, and more natural resource spots.
- Biome layouts are now more believable, and the biome preview has been improved.
- The world generator now supports specifying biome placement when using a height map.
- Trees and other environment objects now change based on biomeexpect more beachy vibes in the right places.
Editor & Tools:
- Your Editor inventory for a world is now saved in its own .editorsave file.
- Save Brush UI has gotten a visual upgrade.
- You can now hit Shift+Return to quickly turn a selection into a brush.
- Fixed a bug where groups were being double-wrapped when converting them into brushes.
Catch Sneak Peeks on Social Media
For those not already following along on social, toss us a follow on your chosen platforms belowwe're always sharing in-progress and early looks of things we're working on: Speaking of cool things we're working on, catch this level-building timelapse video shared from the perspective of one of the team's designers:https://www.youtube.com/watch?v=IzDaoFgSWzY
Your Feedback Is a Huge Part of How Voxile Grows
As always, we'd love for you to give the new stuff a spin and let us know what you think. Were excited to know how these changes feel in the community's hands.Drop into our Discord anytime to share thoughts, report bugs, ask us questions about our process, or see what were cooking up next.
Thats all for now!
The VoxRay Games Team

Hey everyone!
We've just rolled out a fresh update packed with bug fixes, new content, world updates, and general improvements across the board.
[h3]Heres whats new:
[/h3]
World Updates & Quest Fixes:
- Willow Creek: Updated text and removed the hole players reported getting stuck in.
- Heldonia: Fixed a bug that was blocking the Witch quest, and adjusted for the new Pizza recipe.
- Zen Garden: Added backpack, made lettuce edible, added 'Toro of Renewal' (uncrafting NPC), and various dialog fixes.
- Great Basin Temple: Added new side quests, ambient sounds, improved dialog, finished terrain, and some quest fixes.
- McAbre: Fixed the Hamish spawn bug.
- OozeMachina: Fourth dungeon and final boss fight now in-game
- Arena Mode: Tweaked starting items and monsters.
- Community Worlds: All six winning player-created worlds from the Create-a-World Competition are now playable in-game under the Community tab!
- Liftons Rest: Small new world added to the lineup. Check out the timelapse preview of Lifton's Rest being built below!
Crafting & Materials:
- Major material rework: Woods, ores, bricks, paper, and mechanical parts have been adjusted to support a better sense of progression ( Full breakdown here).
- New crafting recipes have been implemented for most weapons and tools in order to create a better sense of progression.
- Default workbench recipes have been updated.
- Added new crops: Rice, Wheat, Cactus and Hot Pepper plants!
- New food recipes: Porc Sausage, Flatbread, Sashimi Rice Ball, Mushroom Rice Ball, and Egg Fried Rice.
- Pizza recipe and effects updated.
- New tile sets added: Gravel, Ooze, Snow, and Sand.
Gameplay & Systems:
- Small oozes move a bit slower now.
- Fixed regen/drowning continuing while paused.
- You can no longer sprint in water for now (too much stamina drain!).
- Gloves can now lift a much wider range of objectsnearly anything in the world, as long as their power level is high enough. Object interaction is more flexible and system-driven as a result.
- Added Vsync options: on / off / adaptive.
- Corpses show up as Corpse and not Container on the map screen.
Audio & Visuals:
- Expanded ambient sound coverage in Old Wayland Ruins and Great Basin Temple.
- Improved area-based music scripting in Old Wayland Ruins for smoother transitions and better ambiance.
- Added new sound effects for Gloves.
- Various rendering and performance optimizations, including:
- Optimized highlighting large objects/groups.
- No more lighting leaks from emissive sprites in LV cascades.
Editor & Dev Tools:
- All winning player-created worlds from the Create-a-World Competition are now playable in-game under the 'Community' tab!
- Added cheats to the developer menu for stuck players.
- Various Editor updates:
[list] - Monster stats and drops now editable in the Properties window.
- Vo and Brush loaders combined into a single Object loader.
- Landscape generator now defaults to a 3x3 biome tileset.
Sneak Peeks:
Weve also been hard at work on other features and changes that arent included in this build. For those not following along on social, here are a few of the recent previews weve posted:Were testing new object interaction mechanics: watch how things respond much more naturally!
We're also experimenting with some new attack patterns with wind-up cues and sudden lunges! Also trying out side-dodges for both the player and skeleton. (You can preview some fresh SFX + music in the video here as well.)
Keep an eye on our Twitter/X , BlueSky , and Discord for more in-progress early looks from the dev team.
We Couldn't Be Here Without Your Support
Thanks as always for playing, testing, building in the Editor, and sharing feedback with us. Being in Early Access means we get to build this game with the community, and your input has a real impact on how Voxile evolves and what the team prioritizes.Our Discord is the best place to report bugs, discuss features, or connect with other players and builders. Were active there, regularly reviewing feedback, answering questions, and sharing sneak peeks of whats coming next. Swing on by and say hi!
In the meantime, more content and fixes are on the way. Try out the new build, and let us know what you think of the latest additions!
The VoxRay Games Team

We're excited to announce the winners of our first-ever Create-A-World Competition Winners:
Built entirely with the Voxile Editor, these levels showcase the impressively creative chops of our community, and also exemplify the limitless possibilities of how our tool can be used by players.
All six winning worlds are available in Voxile to play now with today's update!
1st Place ($2,500): "Isle of the Dragon" by Jeko

2nd Place ($1,500): "Zombie Apocalypse" by Super Antonio

3rd Place ($750): "Strange Rebirth" by laki29

4th Place (Steam Deck): "The Garden" by DanHues

5th Place (Steam Deck): "Sharp Light" by Denislav

6th Place (Steam Deck): Unnamed by Rat Queen

Feeling Inspired?
Everything in this update was made using the same tools available to you in the Voxile Editor. If you havent tried it yet, nows a great time to jump in and start creating your own playable world or even playing around editing existing worlds. Check out our tutorial wiki if you run into any issues with the tool.

Thank You for Your Support!
Weve loved seeing everyone's feedback and ideas for the game so far! If you arent already in our Discord server , its a great opportunity to connect with the devs, ask us questions, and tell us what you think to help make Voxile the best it can be.
If you've been enjoying the game, leaving a review on Steam also helps us reach more players who might love it too. Even a short review goes a long way in supporting Voxiles growth!
Please toss us a follow us across social media: Thank you again to everyone who bought the game, backed us on Kickstarter, or wishlisted the game. We're so excited to to continue this journey with you all.
See you in Voxile,
The VoxRay Games Team

The wait is over Voxile is LIVE!
After being one of the most Wishlisted games during Steam Next Fest last year, a successful Kickstarter campaign, and years of dedicated development, Voxile is ready for everyone to jump in and explore its adventure-packed worlds.
Head to Voxile's Steam page to play now.
Discover Voxile
Voxile is a ray-traced voxel FPS RPG survival game where you can explore fully destructible, handcrafted islands or build your own. Each island offers unique mechanics, stories, and secrets - whether it's crafting items, constructing new structures, or engaging in explosive combat. Some islands focus on leveling up and acquiring powerful gear, while others present peaceful environments with intricate puzzles.Key Features:
- Exciting Voxel Worlds Handcrafted islands with their own mechanics, stories, and secrets.
- FPS Combat Explosive first-person combat using a range of weapons.
- Creative Survival Gather resources, explore, and craft what you need to thrive and survive
- Stunning Ray-Traced Graphics Ray-traced voxel art developed with a custom-built engine.
- Voxel Destruction & Creation Modify terrain, destroy obstacles, and interact with a living voxel environment.
- A Robust World Editor Players can design unique levels completely from scratch and share with others.

Join the Community
Bringing Voxile to Early Access is a major milestone for us, but the real adventure starts now! We're committed to evolving Voxile based on your feedback and have several community-focused initiatives planned:- Developer Q&As: Get insights and questions answered directly from the team.
- Evolving Together: Your input will guide upcoming content and improvements.
- Community Challenges: Participate in events that test your skills and creativity.
Let Us Know What You Think
Help support the growth of Voxile by making sure your feedback makes it to the team! Leave a review on the Steam page to boost our game's visibility, or head over to our Discord to share your feedback with the devs directly so we can ensure the game is always improving.Were beyond excited for players to jump in and shape Voxile in the years to come - see you in Voxile!
The VoxRay Games Team
Voxile has under 24 hours left for its Kickstarter campaign!
Great news: Voxile is now 100% funded, thanks to an incredible early community. We're here because of you and we're beyond grateful for your support.
[url=https://www.kickstarter.com/projects/voxray/voxile][h3]Don't forget: you can still become a backer until the Kickstarter ends to obtain Voxile for a discounted pre-order price and help us reach stretch rewards!
[/h3][/url]
Try Out Voxile Today
The demo is also still ongoing and we'd love for you to check it out if you haven't yet! There's a whole world for you to explore and the custom editor for those feeling inspired to make a bespoke island for you and your friends to play. You can find the demo and also and wishlist here on our main page:
https://store.steampowered.com/app/2283580/Voxile/
Create-A-World Competition
Want to put your world creating skills to the test? We're running a competition using Voxile's world editor to see who can build the most creative island:
- Win up to $2,500 as a cash prize or snag a Steam Deck if you are a runner up
- You have until February 20th to submit your world
- Join our Discord for rules and more details on the competition

Thank You for Your Support!
Weve loved seeing everyone's feedback and ideas for the game so far! If you arent already in our Discord server, its a great opportunity to connect with the devs, ask questions, and tell us what you think to help make Voxile the best it can be.
Please toss us a follow us across social media:Twitter BlueSky TikTok
Thank you again to everyone who has backed, play the demo, or wishlisted the game. We're so excited to get know you all as the community grows!
[b]The Voxile Team
[/b]
Hello everyone!
Voxile just passed 50% of funding and we could not have done it without you.

[url=https://www.kickstarter.com/projects/voxray/voxile][h3]You can still become a backer and get Voxile for a nicely discounted pre-order price! Here's the link to become a backer!
[/h3][/url]
We are entering the last stretch of the campaign. If you haven't already, please follow us across social media and share our content! It really does help get our content seen by more people and in turn brings more eyes to the Kickstarter!
Twitter BlueSky YouTube TikTok
We included this in the previous update, but we opened up a new beta tier as well if you want to play more Voxile ASAP! This tier will give you access to WIP worlds before Early Access goes live so you can play and give feedback before anyone else!
You can also still play the demo and Wishlist it on our main page!
https://store.steampowered.com/app/2283580/Voxile/
Thank you once again to all of our backers and demo players for your support!
The Voxile Team

Welcome to the Create-A-World Competition!
This is a contest where we'll be judging Voxile islands made by YOU in our world editor! We're offering big cash prizes and Steam Decks to the winners. 1st, 2nd, and 3rd place will also have their worlds showcased in game.
[h3]Prizes
1st Place: $2,500 USD
2nd Place: $1,500 USD
3rd Place: $750 USD
4th, 5th, 6th Place: Steam Deck (256GB LCD, retail value $399.00)[/h3]
Think you've got what it takes to build a winning island? Download the Voxile demo now and get started!
Download the free Voxile demo here
https://store.steampowered.com/app/2283580/Voxile/
Rules:
The competition will run from January 20th to February 28th. All entries must be submitted by February 28th at 11:59 PM PST. Winners will be announced sometime in March 2025.Contestants from any country can enter! Note: Winnings are subject to US tax law and the cash value received from the prize may vary under US law depending on the location of the contestant.
Contestants will use the publicly available and free Voxile demo on Steam to create their worlds.
Contestants must submit their world file via the submission link or through email.
Only a single contestant can be listed for an entry. Team entries will not be accepted.
Contestants may only submit one world. If a contestant makes multiple submissions, the most recent submission will be used for judging.
Any entry that contains illegal, hateful, or discriminatory content will be disqualified at the discretion of the judges.
All entries must use a Size 9 world.
Scoring:
We will judge every entry based on the following criteria, and provide a score out of 100.
Visuals (out of 50) The visual quality of your world, the thematic visual cohesion, and creativity using the tools and assets the editor currently provides. Are there beautiful vistas to stare at? Is there a town with tiny details to appreciate? Is there a gruesomely elaborate cave where your monsters reside? Whatever theme you go with, we'll judge how detailed and interesting your visuals are and give you up to 50 points for this category.
Gameplay (out of 30) The quests, combat encounters, puzzles, and NPCs that make up your world. Did you design an elaborate quest that sends players to every corner of your island? Do your combat encounters feel exciting? Are your NPCs memorable? We'll judge how your world feels to play and give you up to 25 points for this category.
Exploration (out of 10) The actual design and layout of your island is important! How does your world feel to explore? Are there paths and landmarks to guide the player? Are there secrets to find for players who wander off the beaten path? Voxile has a big focus on exploration, and players should be rewarded for checking every corner of your island. We'll judge how it feels to navigate your island and give you up to 10 points for this category.
Creativity (out of 10) Finally, every island has the potential to be a unique experience. Does your theme stand out? How creatively are the assets and the level editor used? Are your quests and NPCs memorable? Does your island do something that nobody else did? We'll judge all of these details and give you up to 10 points for this category.
Note: This competition is completely free to enter and the Voxile demo is available for free during the entire duration of this event!
How to Submit: Email nkoruna@voxraygames.com with the following information:
First and Last Name.
Country.
Attach your world file to the email.
That's it!
Resources
Voxile Wiki
Ready to get started?
Join our discord to discuss and ask questions: https://discord.gg/tCpnp8XRs2
Head over to competition-resources channel to learn more about the editor.
Chat in competition-discussion channel with others to talk about the contest.
Confused about something? Ask us anything in competition-questions channel or in the comments here on this post. We're here to help!
We can't wait to see what you'll make and good luck to all the contestants!
-The VoxRay Games Team

The Voxile demo is now live!
Play the demo and Wishlist it on our main page!
https://store.steampowered.com/app/2283580/Voxile/
[url=https://www.kickstarter.com/projects/voxray/voxile][h3]You can also become a backer today and get Voxile for a nicely discounted pre-order price! Here's the link to become a backers!
[/h3][/url]
We are also hosting a Create-A-World Competition! We'll back back with a Steam News update exclusively on the competition, but for now you can join the Discord and check out the #competition-rules channel to get started !
You can also see the rules here on our wiki!
Play the demo, become a Kickstarter backer, and join the Create-A-World competition!
Hello everyone!
Voxile will enter Early Access in the first half of 2025!
Many of you found our game earlier this year in Steam Next Fest under the name Voxlands. Due to some legal name trademarking issues, Voxlands has been renamed Voxile! All of our worlds take place on their own separate islands, so the name comes from a combination of voxel and isle.
We are also excited to announce a Kickstarter going live in January!
With the Kickstarter (click here to follow us over there!) , you can help shape the direction of the game, get some cool physical merch, and even help design some of the elements we put into the game. We will also be launching a shiny, new demo on Steam alongside our Kickstarter that everyone will have access to in January.
During the Kickstarter, we will be running a Create-A-World Competition that anyone is free to join using our in-game world editor! We will have some massive prizes for the winners, and well be back here to announce more details in the future.

Since our Steam Next Fest appearance, we have been hard at work on gameplay, engine, and level editor development. Well have a few future updates to show off what we have been working on between now and Early Access launch.
Please leave us a Wishlist, it really does help us. And leave a follow on our Kickstarter to stay up to date on when it will launch and the Create-A-World Competition.
https://store.steampowered.com/app/2283580/Voxlands/
We are super excited to be able to launch in Early Access next year. Our Early Access will be filled with a lot of development, and we want to take input from our players on what features they want to see next or improvements for our editor. You can also join our Discord where you can talk with us whenever about Voxile!
Stay tuned!
Nikko
Devs show off the game & answer questions about Voxlands, up coming FPS / RPG / Survival game in a raytraced voxel world, with questing, destruction, crafting and lots of shooting!
Devs show off the game & answer questions about Voxlands, up coming FPS / RPG / Survival game in a raytraced voxel world, with questing, destruction, crafting and lots of shooting!
Minimum Setup
- Graphics: NVidia 1060 or better
Recommended Setup
- Graphics: Nvidia 1080. 2070. 3060. 4050 or better
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