
Your custom character can spawn in various roles, each equipped with unique gear and duties. Whether you're an engineer fixing critical systems, a doctor tending to injured crew members, a security officer maintaining order, or a traitor working in secret, your actions will have far-reaching consequences.
Interact with detailed systems: manage power distribution, repair life support, treat injuries, and maintain security protocols. The station's complex environment demands constant vigilance and strategic thinking.
As accidents, sabotage, and incompetence strike, the tension escalates, leading to emergent situations that test your decision-making skills. Will you stabilize the reactor after a meltdown, fight for control during a mutiny, or escape through the maintenance tunnels to survive another day?
Each round offers a new, intense, and immersive experience where the story of the station's collapse or survival is in the hands of its players. Adapt, strategize, and thrive in the ultimate space station simulation.
Hello everyone! Im continuing to share updates on the development of CaveVox despite a short break more about that below.
To begin with, Ive decided to move the release from Q4 2025 to February 2026. This decision is based on several factors, but the main reason is that its a calmer period for publishing. I also feel the need to polish certain aspects of the game before Early Access. I hope this isnt too disappointing the game is coming, and theres no point in delaying it for too long. Early Access will also receive a steady stream of updates to bring the game to a full release. Ive updated the Early Access information on the Steam page and refreshed the games logo.
Level Generation
After the Early Access announcement, I spent a long time working on a new level generation system. Because of this, I published fewer development updates but the system is extremely important. The idea is not only to divide the world into chunks (groups of blocks), but also to introduce levels as a separate structural layer. In simple terms, it works like this:
[olist]In the game files, there are levels with different types of generators (for example, boss room, dungeon surface, main dungeon, and so on). The generators can also be finely tuned so that the levels differ from each other even more;
[/*]The player moves, and the players displacement relative to the levels is checked. This also allows the players status to be updated;
[/*]Generation of internal data for the nearest levels from the player begins, which is divided across multiple threads;
[/*]Rendering of the chunks visible to the player based on the internal data begins. This is also divided across multiple threads. These are dirty chunks their meshes are not optimized yet, but they render quickly;
[/*]Rendering of objects based on internal data begins, which is time-limited to avoid stressing the frame. I am also considering exposing the time limit for generation as a setting so it can be adjusted;
[/*]Finally, each chunk generates and renders its optimized mesh at its own pace.
[/*][/olist]Visually, we get something like a large underground anthill that is generated simultaneously and independently in two planes.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/7a818c9fbf075b6e1c26cf0e486070ca29921404.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/65d05ae1be7735d6a4d9aea049527c3ddf12e792.png\"][/img]
As a result, levels are now:
Faster to generate, more manageable, and more flexible;
[/*]Larger in scale;
[/*]Centered relative to each other and connected with ladders and pits.
[/*]Additional generation improvements include:
Static traps: floor spikes and wall arrows. These were requested back in the demo, but they were planned specifically for Early Access and theyre now implemented;
[/*]Procedural wall shelves, corner cobwebs, and ceiling cobwebs. More floor, wall, and ceiling decoration items are planned both concepts and generation logic for them already exist;
[/*]CPU requirements were increased from 2 GHz to 3 GHz (4 cores) with a recommended 3+ GHz (46 cores, desktop CPU preferred). This is because generation is heavily multithreaded and depends on CPU speed. It also serves as a warning for laptop users, since laptop CPUs often run significantly slower.
[/*]Visual Style
Previously, I created models in Blockbench, but over time I fully switched to Blender. This allowed me to add new models quickly, update old ones, and create animations. The visual style is now more detailed and less voxel-like, even though the world itself remains voxel-based.
In the demo, you might have noticed visible edges or seams on models. This is a common MSAA artifact when using non-standard geometry and dense textures. Since anti-aliasing provided almost no visual benefit, I completely disabled MSAA, which removed the seams and made the image cleaner. This also applies to SSR, which existed earlier but didnt function correctly and didnt affect image quality.
I also added SDFGI (Signed Distance Field Global Illumination). It makes lighting more accurate: softer bounces, more realistic shadows, and an overall deeper scene. Additionally, I introduced a world environment for the dungeon surface, which will later allow smooth transitions when entering or exiting the dungeon, making them feel like distinct areas.
Animations for the player have been reworked and expanded. In a previous devlog, I mentioned experimenting with IK animations, but eventually decided to drop them due to overcomplexity and stylistic issues. The current hand-made animations are detailed and fit the games style well such as climbing up/down ladders, WASD movement, jumping, and falling.
Speaking of ladders previously, players often struggled to understand which objects were interactable and had to inspect everything closely. Now there is a center-screen cursor, object highlighting, and an interactive panel next to the cursor. Different objects display their unique cursor, available interactions, and the key required for use.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/edcfdc7d16911e0e183f24a40e10e1b61c2bf2eb.png\"][/img]\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/2abe3561843e105b054482326e3000ad91b5f943.png\"][/img]
Other
This was never mentioned in previous devlogs, but throughout the entire development of CaveVox Ive found dozens of bugs in the Godot engine. I report them on their GitHub repository to help improve the engine.
I was also pleasantly surprised that out of ~1100 games on IndieDB, players voted for CaveVox and it reached the Top 100. Thank you to everyone who voted and follows the development!
Thank you for reading this devlog! Share it with your friends and anyone who enjoys roguelike games!
Hello everyone!
On October 10, the CaveVox demo was released and took part in Steam Next Fest: October 2025 and several hundred players downloaded and tried it out. Thank you all for your support!
Some players experienced a black screen issue on older Vulkan versions this was related to outdated GPU drivers and can be fixed by updating them.
Changes and improvements already made for Early Access:
Improved lighting it now flickers more naturally like real fire (can be disabled in settings).
[/*]Reworked chunk and level generation system now the internal blocks, items, and mobs are generated for the entire level before chunk rendering begins. This significantly speeds up performance. Chunks now save their state and can be unloaded to disk as the player moves away.
[/*]Chunk size increased from 7 to 32 previously, size 7 chunks were very fast and lightweight, but for the starting area we needed wider, more open spaces. The new system actually improves rendering performance.
[/*]Added generators a new mechanism for special level generation and parameter customization.
[/*]Added Floor 0 a safe starting zone where players can rest, interact with NPCs, recruit companions, trade, and take quests.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/69a623d1a89797d489f9e8df071ee2483c7886e9.gif\"][/img]
Added game modes now you can choose between Singleplayer and Multiplayer.
[/*]Added network lobby gather up to 4 players in co-op and explore together! Everyone shares the same seed/world, and the host player handles the main game logic.
[/*]Added pits and ladders players can now climb vertically or accidentally fall through holes into deeper levels.
[/*]Added player model currently working on facial expressions, armor variations, and animations. This will also be used for NPCs and companions.
[/*]Added camera sway for a more immersive movement feel.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/b30eed8744bc7c9dc96e48b33d0fc78b11294b0f.gif\"][/img]
Added basic leg IK system improving the sense of grounding when walking or turning.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/f4a50030dc9a2ba05209823600de9ac863405327.gif\"][/img]
Updated and expanded models and item sets.
[/*]
In active development:
Character skill tree
[/*]Damage types piercing, slashing, blunt
[/*]Status effects hunger, poison, fire, frost
[/*]Magic system with several elemental types
[/*]Advanced health bar with detailed damage indicators
[/*]New dungeon floors, biome styles, enemies, and bosses
[/*]Game introduction, starting hub, NPC interaction, trading, and quests
[/*]Inventory system, dual-hand control, dodging, and contextual actions
[/*]UI and UX improvements item highlighting, effect discovery system, and much more
[/*]
Thats all for now thank you again for playing the demo and for all your feedback! See you soon in CaveVox Early Access the adventure is just beginning.
Hello everyone!
[dynamiclink href=\"https://store.steampowered.com/app/3942210/CaveVox_Demo/\"][/dynamiclink]The demo is available starting today, October 10, and will also take part in the Steam Next Fest: October 2025 from October 13 to 20! In this demo version, you can explore the first 5 dungeon levels solo, experience the atmosphere, and see the current state of the game.
Later, in Q4 2025, the Early Access release is planned where youll be able to play in co-op with friends! Your feedback and reactions are extremely important to me, so please play, share it around, and leave your impressions!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/b5d7a38eb319a73b7bbcfac7d59ccbaf7e7fb0bd.gif\"][/img]
Changelog:
Tested on a 1GHz GPU runs at 3060 FPS on low settings; stable 6080 FPS on a 2GHz NVIDIA GTX 1070 at high settings.
[/*]Added mouse settings for X/Y sensitivity and inversion.
[/*]Added a control guide panel in the main menu.
[/*]Fixed lighting reflections and light loading (though object or chunk loading may still be visible).
[/*]Fixed room generation bugs on certain levels.
[/*]Improved general item placement items can now appear on the floor, ceiling, wall, or in corners.
[/*]Added small item generation for example, objects can now spawn on tables, inside crates, or on top of them (and this will extend to other surfaces for specific items).
[/*]Added new props: Green-lit brazier, Bookshelves, Books, Bottles, and Bowls.
[/*]Added EULA license for the game.
[/*]Updated and expanded localizations.
[/*]
If you find any bugs, please report them in the Discord channel under the #bugs section, or let me know in any other way.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/920806ecb24a1f42db50a8b6d713eede9192f8e0.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/71d6a3515e47233d4dc1597a6e5d043427700cb0.png\"][/img]
Hello everyone, this is day 106 of CaveVox development! I was absent for the past few days, so progress was on hold, but a few things were completed that are important to share:
Main menu interface added It shows part of the dungeon in real time. With the parallax effect, you can look around the scene by moving the mouse.
[/*]Game settings added Sound settings, game language, and advanced graphics settings.
[/*]A shortcut icon to the games Discord channel was added in the main menu.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/4039b91c48b40ed7da160a4bd67ec045dfbcf59f.gif\"][/img]
[/*]Discord and Steam status integration added Now it shows where the player is in the game, such as the level and floor name.
[/*]In the demo version, having the Steam client is not required to play.
[/*]Added transitions to deeper levels via staircases Without loading screens, but in the demo you cannot go back to previous floors.
[/*]Enemy spawning added to levels.
[/*]The system now allows full control over the generation of enemies, items, rooms, and levels.
[/*]Various small improvements made, such as smoother and better entity behavior, including the player.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/a5d863278aaa40fc3d1f46df5feccd15686267e7.gif\"][/img]
[/*]Model quality improved, fixing some minor stylistic bugs from before.
[/*]Lighting, lighting loading, and torch particle effects were refined.
[/*]
The main focus right now is preparing the demo version. The demo release is scheduled for October 10, 2025. We are looking forward to your impressions and feedback, as they are very important for further development.
Hello everyone! It\'s been 23 days since the last devlog, and today, on the 68th day of CaveVox development, I\'ll share the numerous changes that have taken place during this time.
CaveVox Demo
[dynamiclink href=\"https://store.steampowered.com/app/3942210/CaveVox_Demo/\"][/dynamiclink]The CaveVox Demo is scheduled for release in early October 2025. You can already add it to your wishlist and try it for free when it\'s released. In the demo, you\'ll be able to explore the first floors of the dungeon, get familiar with the gameplay, and immerse yourself in the game\'s atmosphere. The demo will be single-player only, and your feedback will be extremely important for further development.
Early Access
Early access is planned for Q4 2025. The game will cost $10 (less than the $12 release price) as a token of support for players. There will be no DLC all updates will be added to the purchased game. Early access will include cooperative play with friends, as well as new dungeon levels featuring unique elements, monsters, and gameplay. Localization into multiple languages is planned details will be available on the game pages.
Graphics and Visual Improvements
The game now looks visually smoother and more pleasant. Shaders, shadows, lighting, textures, and item models have been improved. For example, vines can now grow on the walls, and in the future, web generation and various item states will be added: intact, slightly damaged, and fully broken depending on the dungeon level.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/742f26b1cb7f37ac3baa070fcd31974fbd2dc3f6.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/2f9b809f2ce78f313abb06ce4283bb452e70c730.png\"][/img]
The rendering system has been completely rewritten, reducing hardware requirements. For example, invisible parts of the map are now culled.
Item generation has become fast and predictable: objects are now placed on a grid, which is suitable for a voxel world and eliminates visual glitches.
New types of rooms have also been added, with different sets for each dungeon level.
Sounds and Interface
Environmental sounds and SFX have been refined: attacks, jumps, running. The interface has also been updated: the map is now at the bottom left, and the character status is at the bottom right, freeing up space in front of the player and making controls more convenient.
This is just part of the changes I\'ll cover many smaller updates in future devlogs. Thank you for reading until the end! Join our newly created Discord server to discuss the game.
Hello everyone! Today is the 44th day of CaveVox development. In this devlog, we will talk about the dungeon enemies. The early stages of development were shared outside of Steam, but now well regularly share our progress here as well!
Monsters are a natural threat for any roguelike explorer. But CaveVox is not endless extermination of hordes, like in classic Action-RPGs. Here the player freely wanders through the dungeon floors, where not every room is filled with danger. Sometimes these can be barracks, dining halls, lobbies, or other rooms that change from floor to floor and create the feeling of a truly living world.
The types of monsters partially overlap with https://store.steampowered.com/app/1385180/Kingso/\"" style="color:#bb86fc;text-decoration:none;">Kingso , but as a prequel, CaveVox also introduces unique enemies. The dungeon keeps its own secrets: it spawns its inhabitants, replenishes their losses, and maintains balance, allowing the depths to remain dangerous.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/586aa7ecd34787cc0617b9cafba4f458a7d5a50f.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/131f5358b75bf2810aedc16281f52a2e96f03d30.png\"][/img]
Take, for example, the water slime the simplest and yet insidious enemy. It is a blue jelly-like substance whose strength and mobility directly depend on its mass. The slime moves by jumping, sticking and slapping against the floor and walls. A single enemy like this is easily defeated, but several together are capable of overcoming even a well-prepared party of adventurers.
The placement of enemies fully depends on the dungeon generation. Earlier, the creation of rooms was already mentioned, but recently their structure was updated. Now the rooms have different shapes, connected into a dependency network, which makes every floor unique and unpredictable. The deeper you go, the more diverse and stronger the enemies become.
The difficulty of enemies also differs. It is planned that enemies will use vision, hearing, and object awareness based on a principle similar to occlusion culling for sound: walls, room geometry, and the placement of objects will affect what they can see, what they can hear, and which signals from objects (for example, noise from equipment, falling items, or active devices) can reveal the presence of the player or events. This system will allow them to naturally react to the environment, track targets by sound, account for interactive objects, and even coordinate group actions.
Currently, audio occlusion is already implemented and was described in a previous devlog: environmental and object sounds are correctly dampened and distorted by obstacles, making the dungeons feel truly atmospheric.
Thank you for following the development of CaveVox every new day makes the dungeon deeper and more alive.
Minimum Setup
- OS: Any distribution
- Processor: AnyMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Support for OpenGL 3.3Network: Broadband Internet connection
- Storage: 500 MB available space
Recommended Setup
- Graphics: Support for Vulkan 1.2
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