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Exohub is a role-playing game where you experience the unpredictable life aboard a space station. Each shift brings new challenges as you immerse yourself in your role and navigate through the station's complex systems.
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.
Exohub
RAD TeamDeveloper
RAD TeamPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Devlog #10: Surface

Hello everyone, welcome to 2026!

There are a lot of changes in this devlog, most of them related to the surface above the dungeon. I wanted to create a well-developed starting location, as this is one of the few safe areas in CaveVox that the player will return to.

Surface

Initially, I thought about making it static, but then I decided it should work with chunks. So now theres a separate generator for this task. Heres what it does:

[olist]
  • The surface is created from dirt and grass. Grass can also have different types.

    [/*]
  • Trees are generated across the map based on height. They come in different types and heights, mostly tall dark firs.

    [/*]
  • Small objects like grass are drawn. In the future, I plan to add stumps and mushrooms as well.

    [/*][/olist]

    Its important to note that the foliage is animated and sways, tree trunks are visible, and shadows from trees and grass are rendered.

    On top of this scene, a safe camp and the dungeon entrance are displayed. Since I previously centered the dungeon, this is literally the top central point.

    I also bound interactions with objects for future use, like trading, but I havent added characters for this area or the trading system yet.

    Additionally, I added particles for leaves falling from trees, as well as environmental SFX like light wind.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/7d2abff3e25c56b6d2e317b046c168ff46174578.png\"][/img]\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/4ba93c145ed91f0c40160af0277048cfd927daa1.png\"][/img]

    Rendering

    • The main change in rendering is the use of Greedy Meshing with a significant twist. My method differs in that I only create the shape without considering other factors, which results in a minimal number of primitives in the scene. Then the data is sent to the shader, where it uses the chunk\'s 3D texture to retrieve additional information, and everything is drawn. This minimizes CPU time spent creating the shape, while the shader handles the rest. It significantly speeds up performance and also preserves mesh-based collisions.

      [/*]
    • Previously, there were issues with the shader generating the back side of faces, which is now easily fixed.

      [/*]
    • Also, objects that are meshes without logic are now drawn in batches as Multi-Meshes. This significantly speeds up rendering of things like grass on the surface or spider webs in the dungeon.

      [/*]

    Visual Style

    • New door models have been added, as well as the first arches (more types and columns are planned).

      [/*]
    • Object placement has been fixed (previously they were offset from the original center). This allowed removing unnecessary nodes and standardizing positions for all objects.

      [/*]
    • Torch extinguishing has been added and object interactions updated.

      [/*]
    • New achievements in the new style have been added.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45040521/2b5bbd3b51469e30114debf02f02db0f05b76bbc.png\"][/img]

    Conclusion

    In the near future, there will be a lot of work on the network part and core player mechanics. I hope this devlog was informative, and thank you for reading it!

  • [ 2026-01-08 16:51:01 CET ] [Original Post]

    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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