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Voxel Eras is a first-person factory builder about progressing through eras of technology. You'll gather resources, process them into more products, build new machines in progressively advancing technological eras, and combining them into production lines to let the machines do the work for you in your ever growing workshop.

Build with friends in Online or LAN Multiplayer CO-OP (or by yourself in Singleplayer if you're more into that) in the game's fully modifiable Voxel world, working to face the ever growing complexities of technology as you work your way through the Eras. If you're wanting something fresh you can also try Modding, where scripting allows you to create your own tailored experience.

Will you conquer the Eras?

Voxel Eras
Destiny HailstormDeveloper
Destiny HailstormPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (29 reviews)
Public Linux Depots:
  • [0 B]
Era-lution - v1.4.0, Tech Tree, Achievements, Multiplayer Improvements

Winter Sale / Update Discount!

[p align=\"start\"]December 18th to January 5th, grab Voxel Eras for 15% off![/p][p align=\"start\"]I\'ll be continuing to keep Voxel Eras at its current price and discount price for the foreseeable future, and I\'ll announce in advance when and how that will change.[/p][p align=\"start\"][/p][p align=\"start\"]If you are waiting for the best deal, this is as good as it gets![/p][p align=\"start\"]Anyways, now that the bills are paid, onto the update.[/p]

Hello Everyone!

I\'ve got some new stuff for you in time for the holidays!

I wanted this update to be the Steam Era update, but due to v1.3.2 taking longer than expected, and running out of time for v1.4 to have fluids (I wanted to have an update for the Steam Winter Sale), this update is instead part of a series of updates focused on evolving the Eras, an Era-lution if you will.

The centerpiece of this update is the reworked Era menu. I interchangeably call this a Tech Tree and Quest menu, as it\'s a guidebook that requires tasks to be completed with no resource cost, but it still locking recipes and constructs. It also serves as the way to unlock achievements!

Lemme know what you think!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/f4b2ed867e5bd67f4f8ed9e904f218be1dbb7696.png\"][/img](Yes, fragments of the Steam Era are in this update, no they do not function, mostly, but you can mess with the prototypes)

Anyways, I\'m tired (it\'s 8am EST, I\'ve been up all night finishing this before the Steam Winter sale), I\'m probably going to take a bit of a break before the new year, and I hope you guys enjoy!

New

  • New Era Menu, unlike the previous iterations this now requires effort to progress through, restricts crafting recipes, buildables, completes achievements, ect., with progression being shared between all players. Achievements are only provided if present when it\'s achieved.

    [/*]
  • Achievements! Get rewarded for your progress with a Steam achievement.

    [/*]
  • 10 New Colored Concrete Blocks.

    [/*]
  • New Concrete crafting intermediate, made from Gravel and Sand in the Mortar and Pestle.

    [/*]
  • Clockwork Drill now displays energy level on the side.

    [/*]

Balance

  • The Alloy Furnace\'s cost has been changed from 8 Stone, 4 Wrought Iron Plates, to 3 Concrete and 4 Carbon Steel Plates.

    [/*]
  • The Lamp\'s cost has been changed from 5 Wrought Iron Ingots to 2 Wrought Iron Plates

    [/*]

Changes

  • The v1.3 style \"HUD text\" tutorial has been dramatically shortened, now only doing basic input and then directing you to the Era menu,

    [/*]
  • Recipes and Constructs now need to be unlocked, which is done in the Era menu, this will likely cause your world to \"not work\" until you\'ve completed them.

    [/*]
  • Save version v7 has been added, this adds statistics support.

    [/*]
  • Changes to chunks are now sent in subregions, dramatically improving bandwidth usage.

    [/*]
  • All networking traffic is now compressed with ZSTD, dramatically improving bandwidth usage.

    [/*]
  • The above networking improvements reduce bandwidth to ~10-15% of what it was previously, which isn\'t quite enough to get Steam P2P working, but gets my tests below 2-3mbps.

    [/*]

Fixes

  • Vulkan \"Depth_Bounds\" feature is no longer marked as needed, and VE should now run without it.

    [/*]
  • Free to build constructs can now be put in place, like they should be.

    [/*]

Removals

  • Save version v5 has been removed, this was sunset in v1.3 for v6. You can use an older Steam beta branch to upgrade older saves to newer versions.

    [/*]

Modding

  • New Bandwidth Estimation debug menu showing bytes sent / received for the client on a graph.

    [/*]
  • New Region Change debug menu which outlines the regions of space the client has received.

    [/*]
  • New Tech Tree debug menu, shows hidden tech entries.

    [/*]
  • New Reset Achievement debug setting, when saved checked will reset achievements.

    [/*]
  • Added VSCode code snippets to make writing modding easier (there are many still needed)

    [/*]
  • Added unlock APIs for creating new unlocks as well as unlocking them via GameState

    [/*]
  • Added statistics API for incrementing and retrieving a global counter. The Collect, Craft, and Place groups are used for the Era menu.

    [/*]
  • Many recipe and construct listing APIs have been modified, primarily to filter for unlocks

    [/*]

Known Issues

  • [strike]Pipes are not able to be placed as you never unlock them[/strike] This has been fixed if you run into it, please verify your games files (tiny, tiny update required)

    [/*]

[ 2025-12-18 13:15:40 CET ] [Original Post]
Nuts And Bolts - v1.3.2, Steam Workshop Mods, More Machines, and QOL Now Live!

Update Discount!

November 28th to December 5th, grab Voxel Eras for 15% off!

I\'ll be continuing to keep Voxel Eras at its current price and discount price for the foreseeable future, and I\'ll announce in advance when and how that will change.

If you are waiting for the best deal, this is as good as it gets!

Anyways, onto the update.

Hey Everyone!

It\'s been busy, busy, busy!

I\'ve been spending a lot of time working on improving modding support, filling out machines, and generally just trying to make the game feel better to play.

I intended for this update to be v1.4 (the Steam Era update, sometime December), but instead I broke it into 2 updates, v1.3.2 and v1.4, since I had a lot of things I wanted to address while also having a slipping timeline.

Since development took longer than an engineer estimated (who could have guessed?), I\'m falling behind and will need to cut my scopes a bit shorter for v1.4. I do want to still introduce the Steam Era with a holiday update before the end of 2025, so we\'ll see what I manage to put together between now and then.

I\'ve got a bunch of things left on my growing todo list, so I\'m hoping to eventually chop that down in early 2026 while I finish fixing up the biggest issues in the game engine left (multiplayer sync bandwidth, adding dedicated servers, lighting performance / quality).

So, thanks for your patience while I continue to work away on Voxel Eras! I\'m looking forward to all the mods people will make - let me know on Discord or Steam Discussions if you run into any issues or have any questions!

Anyways, onto the patch notes!

New

  • Assembler - Long requested, and finally delivered, the Assembler allows you to automate many more of the \"higher tier\" secondaries with the power of Clockwork.

    [/*]
  • Vacuum - Similarly long requested, and finally delivered, the Vacuum completes the trio of machines needed for full tree farm automation by allowing you to collect dropped items.

    [/*]
  • Workshop Mods - New in-game Steam Workshop support for modding, allowing you to easily manage and share your mods! This includes improving server cached mods as well as ZIP support.

    [/*]
  • Raw Item Cost - Hovering a crafting recipe while pressing Shift will now show the base cost to craft an item in the current crafter. So Assemblers show Assembler cost, and the Anvil shows the Anvil cost.

    [/*]
  • Pipe Filtering - You can now allow or deny up to 3 item types for each insert side of a pipe.

    [/*]
  • Added a skin preview in the main menu and skin upload menu.

    [/*]
  • Added Emergency Mod Menu to recover from invalid mod configs.

    [/*]
  • Added Lathe sound.

    [/*]
  • Added a new \"Crafter\" category and moved some machines into it.

    [/*]
  • Added minor sound variation to drive you less insane with a bunch of hammers next to your head.

    [/*]
  • Added \"WINIT_UNIX_BACKEND\" environment variable that can be set to \"x11\" or \"wayland\". This may resolve the Steam Overlay not appearing on Linux for some systems.

    [/*]
  • Exiting a world now has confirmation so you don\'t lose your save.

    [/*]
  • Overwriting an existing save now requires confirmation so you don\'t accidentally override a save (please, I don\'t want to hear sad stories of saves disappearing, it breaks my heart :( ).

    [/*]

Changes

  • Crafting Small Bronze Gears in the Anvil will now produce 3 instead of 6 gears (use the Assembler).

    [/*]
  • Joining a server will no longer automatically download the mods, and instead prompt the user for what choices they\'d like to make regarding the issue(s) listed.

    [/*]
  • Replaced fire icons to be pixel art instead of... madness.

    [/*]
  • Updated machine input, output, and fuel icons to bring them up to speed with other textures.

    [/*]
  • The Bender and Lathe are now rotatable, and no longer have all faces as \"front\".

    [/*]
  • Dropping half a stack in another slot now deselects the slot.

    [/*]
  • Changed startup background track to be Progress instead of Windswept.

    [/*]
  • Many minor UI changes, I ended up reworking a lot of the system menu systems and some extras.

    [/*]

Fixes

  • Linux no longer will stare back from the abyss when you go fullscreen on some configurations (v2).

    [/*]
  • Outdated or temporarily invalid swapchains will no longer crash the game.

    [/*]
  • Tutorial hotkeys are now based on the actual bindings instead of the game\'s defaults.

    [/*]
  • Joining a server with mods should no longer timeout or overflow your connection.

    [/*]
  • Auto saves will no longer pause clients to wait for the server to resume to reduce clock issues.

    [/*]
  • Tweaked game clock to be more responsive.

    [/*]
  • The server list no longer gaslights you, as it now actually saves instead of doing nothing, ever.

    [/*]
  • Linux should no longer have a \"pop\" on startup.

    [/*]
  • Overwriting a save when using Proton no longer crashes, as well as now displaying any errors.

    [/*]
  • Swapping graphics cards on Linux no longer crashes on Wayland. Wayland, please, let me control the window and cursor like a normal desktop environment.....

    [/*]

Modding

  • Breaking Path Change - All file paths in scripts have been replaced, no longer requiring your mod folder name, as well as allowing you to reference other mod assets regardless of where your mod is located.

    [/*]
  • Breaking Mod Definition Change - Mods have a different TOML config now, and will need to be fixed for your mod to load.

    [/*]
  • Breaking Setup Change - Added new \"load_info\" parameter to setup. It provides things like basic date time, as well as the game mod version (v1.2, v1.3...) to support seasonal events and multi version support.

    [/*]
  • Added proper auto mod load order sorting, before it somehow did it through.. randomness...?

    [/*]
  • Added ZIP support for mods, servers providing \"Folder\" mods will automatically create a ZIP to send to players instead.

    [/*]
  • Sounds can now be .ogg, which is the new recommended format due to sound quality and load times being better for lower file sizes, it\'s just better.

    [/*]
  • Added In-Game debug log, please check your mod errors :P

    [/*]
  • Added VSCode code snippets to help with common events and types.

    [/*]
  • Sounds can now be hot reloaded (cooler than I expected).

    [/*]
  • The Array MetaData type now works.

    [/*]
  • Many APIs have changed, I tried to break all the things I wanted to at once for Workshop support, so I hope you\'ll forgive me >_>, it\'s really not that bad though.

    [/*]

Known Issues

  • Staying on the Personalization Select, Personalization Upload, or Mod Upload for too long will result in your game crashing. (UGC texture refreshing is under cooked)

    [/*]
  • Pipes drop items when filters are updated, regardless of if it was required or not.

    [/*]

\nSubject: Welcome to the SimCore Family!

We thank you for your continued participation in the - Voxel Eras - simulation environment program. Your feedback is greatly appreciated! We take pride in our ability to deliver quality experiences with the help of our users as we take on new frontiers - together.

As a reminder: For your own safety, and the safety of those around you, make sure to report digital hallucinations to your assigned SimCore Agent within 12 hours of an incident. Thank you for your cooperation.

SimCore, The Better Way to Live

[ 2025-11-28 11:35:53 CET ] [Original Post]
Nuts And Bolts - v1.3.1, QOL Update Now Live

Hey everyone!

It seems people are enjoying the update, and I wanted to clean up some rough edges before moving onto the bigger changes that will likely be v1.4.

\nMostly focused on making working with everything feel a bit better, as well as giving some extra modding capability, so if you had some issues before I hope I\'ve at least addressed some of them!

New

  • Mod Clearly Ore, this is a demo mod for texture packs and asset overrides, it makes it clear which ore is which.

    [/*]
  • Inventory shift clicking! You can now shift click items to move them between inventories.

    [/*]
  • Crafting shift clicking! You can now shift click while crafting to mass craft.

    [/*]
  • Pickup Log, when grabbing items they\'re now listed on the left side of the screen.

    [/*]

Changes

  • Pipes now display a guide when configuring, showing which side is which with a respective shape and color.

    [/*]
  • The slot selection and interactable icons have been replaced to be less obtuse.

    [/*]
  • The \"Flip\" indicator now only appears when building, similar to the interactable indicator when not building.

    [/*]
  • Reduced render distance max from 24 to 16, as people love to crank this setting before putting it back down, bloating saves and destroying FPS.

    [/*]
  • Similarly the \"Omega\" and \"Galactic\" lighting distances have been disabled (but still available), as these currently just chew GPUs.

    [/*]
  • Grass and plants now sway slightly.

    [/*]
  • Pressing Q in the inventory will now clear the selected slot.

    [/*]
  • Machine input slots now ensure the items inserted are valid input items.

    [/*]
  • Pipe colliders have been changed to the inner 0.5m^3 cube until I fix the collision properly.

    [/*]

Fixes

  • Pipes now show the correct directions in the configuration menu. Gaslight, gate keep, girl boss.

    [/*]
  • Item and player models should now have reduced or remove \"hair\" / visual artifacts.

    [/*]
  • Saw blade now has the expected texture with Carbon Steel markings, I saved to the wrong folder.

    [/*]
  • Removed some unused assets.

    [/*]
  • Flore now provides 2x stone with the Clockwork Drill, in line with breaking by hand.

    [/*]
  • Pipes now support machines that push more than 1 item stacks, they output 1 at a time.

    [/*]
  • The game should no longer fail to launch if the \"ext_extended_dynamic_state3\" Vulkan extension (used for MSAA via rasterization samples), however 1x MSAA will always be applied.

    [/*]
  • On Linux, borderless fullscreen should no longer result in a black image on some configurations.

    [/*]

Modding

  • Inventory transfers have been broken, again, this is a small change to make shift click work.

    [/*]
  • Adding an asset via \"override\" will replace an existing asset, allowing texture packs or overriding of existing content.

    [/*]
  • Basic dependency resolution / ordering, ensuring the above override has needed assets loaded.

    [/*]
  • New API \"get_item_recipes\", which provides the recipes an item is used in.

    [/*]
  • New API \"get_container_keys\", which provides all key names for the provided MetaDataContainer.

    [/*]
  • New API \"get_crafter_processable\", which provides all items a crafter can process.

    [/*]
  • New API \"is_crafter_processable\", which indicates if the provided item can be used by the crafter.

    [/*]
  • New API \"click_held\", which indicates if left click is held on a UI element.

    [/*]

[ 2025-10-28 23:06:06 CET ] [Original Post]
Nuts and Bolts - v1.3 Update Now Available

Hey everyone :)

If you\'re in the Discord or read Dev Log 1, you may already know Voxel Eras has been getting moved from using OpenGL, to Vulkan, which has been a bit of a journey, but we\'re here!

After being left in the custom game engine trenches for a few months, I decided I\'m giving you all a fraction of the suffering, so you\'re getting a bunch of new parts you\'ll need to make, as well as machines to make them in.

So, grab a bucket of plates, and bolt yourself in, it\'s update trailer time!

[dynamiclink href=\"https://youtu.be/du6EP6xn0rA\"][/dynamiclink]

Quickly before getting into the patch notes, I want to briefly talk about future content.

Future Content

Looking forward, v1.4 will likely contain some part of the Steam Era, some additional Clockwork machines, stairs, in world water, and a rework of Carbon Steel (to be harder to obtain of course).

If I push it, I\'d like to have the update out by December in time for some sort of holiday update, we\'ll see how far I end up getting by then.

Anyways, TO THE WALL OF PATCH NOTES WITH THEE!

New

  • Tutorial - A short introductory tutorial has been added.

    [/*]
  • Rods - A new crafting component, made from ingots.

    [/*]
  • Screws - A new crafting component, made from rods.

    [/*]
  • Rings - A new crafting component, made from rods.

    [/*]
  • More Plates and Gears - More variants of these crafting components have been added to match the other new components.

    [/*]
  • Hammer - A clockwork machine that can make plates automatically.

    [/*]
  • Bender - A clockwork machine that can make rings and tubes automatically.

    [/*]
  • Lathe - A clockwork machine that can make rods, and screws / bolts automatically.

    [/*]
  • Trash Can - Disposer of the unwanted, can destroy items.

    [/*]
  • Slabs - Up down, vertical or horizontal, slabs for Stone, Stone Brick, and Oak Plank have been added.... Can someone tell Mojang vertical slabs aren\'t that hard?

    [/*]
  • Toggle - A wiring mod ([u]which is disabled by default[/u]) component allows you to interact with it to toggle if it outputs signal or not.

    [/*]
  • Piston - A wiring mod component that pushes the blocks in front of it, as well as pull if configured to do so. This is more of a last minute \"fun\" addition that\'ll get more polish in the future, like the rest of the wiring mod.

    [/*]
  • Buttons - A wiring mod component that when interacted with stays on for a short duration.

    [/*]

Graphics

  • Moved away from OpenGL to Vulkan - Graphics requirements have changed, you will now need a Vulkan compatible graphics card to play Voxel Eras. Vulkan 1.2 devices with extended feature sets, or Vulkan 1.3+ devices should be able to run the game.

    [/*]
  • Antialiasing - Added a graphics option for antialiasing, which helps increase clarity on edges of objects.

    [/*]
  • Anisotropic Filtering - Added a graphics option for anisotropic filtering, which helps increase clarity of textures at grazing angles.

    [/*]
  • Improved Dithering - The appearance of dithered transparency has been greatly improved, and is further enhanced by the antialiasing setting.

    [/*]
  • Lighting Smoothness - If you want a bit more of a \"retro crunch\", or are running games on a potato, turning this setting down will sharpen the lighting, as well as reduce the amount of samples needed to keep the lighting from looking noisy.

    [/*]
  • Skybox Rework - The skybox now has a sun, as well as different blending to the horizon.

    [/*]

Modding

  • All Textures Are Now Animatable - Previously this was a feature restricted to voxels, however, now all textures respond to having an animation file provided with a texture.

    [/*]
  • BREAKING: Voxel Textures Reworked - Voxel definitions now must provide a loaded texture\'s identifier instead of the path to the texture, this was done for universal texture animation.

    [/*]
  • BREAKING: Texture Animation TOML Changed - The array field \"frames\" has been renamed \"frame_layout\", and a new field has been added, \"frames\", which specifies how many frames are in the animation.

    [/*]
  • Shaders can now be hot reloaded.

    [/*]
  • Textures can now be marked to have linear or cubic interpolation (as opposed to the default, nearest)

    [/*]
  • A generic \"clockwork_crafter\" helper has been added

    [/*]
  • Game state now has a new \"is_readonly\" property... this is effectively \"is_client\" but I didn\'t name it that because you shouldn\'t use it for that! It\'s used by prediction to not cause side effects.

    [/*]
  • A new PostProcessing system exists, however currently does nothing outside of base game.

    [/*]

Music

  • New track First Sparks

    [/*]
  • New track Starting The Revolution

    [/*]
  • New track Workshop

    [/*]
  • New track Increase The Output

    [/*]
  • New track Current Bliss

    [/*]
  • New track Greater Visions

    [/*]

Balancing

  • The Chopper now takes 8 instead of 12 seconds to chop a tree, no longer cuts non tree logs, and properly resets progress on completing an operation.

    [/*]
  • The Grinder\'s cost is now 2 Clockwork Cores, 2 Carbon Steel Tubes, and 3 Carbon Steel gears, as opposed to 1 core, 3 tubes, and 2 gears.

    [/*]
  • The Clockwork Drill now costs 4 Oak Planks, 1 Pig Iron Gear, and 2 Pig Iron Plates, as opposed to 4 planks, 4 Wooden Gears, and 8 Pig Iron Ingots.

    [/*]
  • The Winder now costs 3 Clockwork Cores, 3 Wrought Iron Geras, and 8 Wrought Iron Plates, as opposed to 1 core, 1 Carbon Steel Tube, and 2 Carbon Steel Gears.

    [/*]
  • The Planter now costs 2 Clockwork Cores, 1 Carbon Steel Gear, and 4 Carbon Steel Tubes, as opposed to 2 cores, 2 gears, and 3 tubes.

    [/*]
  • Logs now burn for 8 seconds instead of 4, making them on par with the workbench plank recipe.

    [/*]

Changes

  • The Era Menu has been improved - While not perfect, it\'s far more descriptive and up to date with current content.

    [/*]
  • You can now specify a port when starting a server - Have fun :)

    [/*]
  • Selecting a quickbar slot now selects the slot itself - This is opposed to selecting the construct that is set in that slot.

    [/*]
  • Pipetting will now change the selected slot if one is selected - Which makes adding things to your quickbar much easier, where if no slot is selected you get the previous pipette behavior.

    [/*]
  • When building, you no longer are able to interact - Previously this required crouching, which isn\'t very intuitive.

    [/*]
  • Alloy Furnace Inputs Have Been Changed - Fuel is now required from the bottom, with all other sides accepting either of the input resources into either slot.

    [/*]
  • Pipes no longer need a Wrench to configure - This means the Wrench has been removed from the game, however, this in combination with the above building change makes this option far more appealing.

    [/*]
  • Pipe Configuration (previously Wrench) Insert Disable Extract UI has been flipped vertically, as it\'s more intuitive.

    [/*]
  • Pressing Modifier (Left Alt) now allows you to clear a quickbar slot.

    [/*]
  • Leaves have had their connection distance set to 3, this has been reduced to 2 to improve nearby tree decay.

    [/*]
  • You can now toggle fullscreen with F11.

    [/*]
  • Inserting into the grinder automatically is now limited to 5 items.

    [/*]
  • The Winder Extension now continuously spins when it has available energy, making it more clear that it is setup correctly.

    [/*]
  • GPU Override - You can now specify which GPU the game runs on in the settings menu. (Nerd note: It can be changed and applied without closing the game if you\'re not in a world!).

    [/*]
  • Asset reloads in some cases can now be recovered from with a \"Try Again\" button.

    [/*]
  • Machine audio distances have been reduced from a minimum of 3 meters, to 2, and a max of 15 meters, down to 12.

    [/*]
  • Adjusted FOV changing from sprinting to stay on at lower velocity, have a slightly higher max FOV, and behave better.

    [/*]
  • The terrain rate setting has been removed, as this is neither useful or helpful outside of preventing large server load (this will be fixed with multi threaded terrain generation).

    [/*]
  • Press Z to zoom in at what you\'re looking at!

    [/*]
  • Winder top texture replaced with the more typical top face of clockwork machines, this was confusing as people expected this to be an automatic input, which it is not. I may revisit this.

    [/*]
  • Added Prediction Debug menu, which shows when player prediction does not match the server result. It is expected that prediction errors will be displayed during normal gameplay, these are currently (and may stay) unhandled in some cases.

    [/*]
  • This update introduces save format v6, with backwards compatibility for v5, and removes support for v3 and v4 saves.

    [/*]
  • Added Timing Debug menu, which shows client side CPU consumption per frame. This can help diagnose lag spikes or odd behavior.

    [/*]
  • Booster now can read signal through a solid block.

    [/*]
  • UI theming has been updated.

    [/*]
  • Mod issues when loading a world are now more clear.

    [/*]
  • Text boxes show more hints and useful info when no text is provided.

    [/*]
  • Hovering over some settings in the Settings menu will now provide additional information.

    [/*]
  • The inventory has been moved to the bottom of the build menu, moving the quickbar closer to the construct list.

    [/*]
  • Auto Pause when the game is unfocused has been disabled for now, as this causes more issues than it fixes at the moment.

    [/*]

Fixes

  • Grabbing items now works in more situations.

    [/*]
  • The game clock has been changed (again) to improve stability of multiplayer, as well as general game feel.

    [/*]
  • Instant crafters should no longer make a sound when a craft was not completed, but a craft was attempted.

    [/*]
  • Removed Hatsune Miku from the slim model\'s default skin (she might still be hiding in your wifi)

    [/*]
  • Items that stack to 1 no longer display an item count

    [/*]
  • Commands now output to the chat again

    [/*]
  • The game will no longer crash if it fails to initialize Steam authentication (you can thank a recent Steam outage for this one)

    [/*]
  • Setting a quickbar slot in the Build Menu should now be much more consistent

    [/*]
  • Jumping should no longer cause glitching (coyote time prediction failure)

    [/*]

[ 2025-10-20 00:37:25 CET ] [Original Post]
Voxel Eras - Dev Log 1

Hey everyone!

I wanted to talk a bit on how development of the game is going now that we\'re a few months into Early Access!

I\'d like to keep this as a running series where on occasion I talk more free form about things instead of as patch notes or announcements, so I hope you enjoy :)

Early Access

First, thank you all for all of your feedback! I\'ve been trying to keep track of it all, and I hope that you\'ve maybe seen some of your own suggestions already making it in!

I definitely would have preferred to spend a bit more time in development before launching, which many people have noted due to the game\'s shorter runtime. I don\'t think I could have picked a better time though, as Automation Fest was something I was not willing to miss, and seemingly that worked out.

One of the reasons I went forward with it regardless was that the game\'s engine was pretty far along in development, namely modding and multiplayer, so I still felt that left the game open enough to still be built on and enjoyed for those more willing to tinker.

I do want to briefly talk on pricing though, as I\'ve heard a few mentions of it.

Pricing

I launched Voxel Eras at $15 USD for a few reasons:

[olist]
  • Pricing must be a multiple of $5. It\'s the law.

    [/*]
  • Pricing any higher would be asking for far too much for the current state of the game. A lot of the Early Access games I followed growing up started in the $10-$20 price range, so this felt like a good ceiling.

    [/*]
  • At the same time, charging $10 feels like too little. As this is a somewhat niche genre, sales are going to be lower volume, and any discount at this price feels like I\'m completely underselling the game in it\'s current state.

    [/*]
  • I\'d like to make developing Voxel Eras my full time job :)

    [/*][/olist]

    Of course though, Voxel Eras has already been available for 15% off before, putting the lowest price at $12.75. For the foreseeable future, you\'ll find it for that price during most Steam sales as well as a few I setup myself..... idk, at some point.

    Once I feel the game has enough content, I\'ll be increasing the price, at which point I\'ll announce ahead of time what it is and what the lowest price you\'ll find it at will be.

    I\'m keeping it simple. If you\'d like the best deal, there you go.

    About that content though... I should probably make some... Eventually.

    Vulkan

    On the Discord I\'ve been sharing a lot of the development of the game, so now you get the months of fun screenshots :)

    The big thing of course, is Voxel Eras is now on Vulkan (at least on experimental), and of course it wasn\'t simple, it\'s Vulkan.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/88e424d20011ec65503aac88ddd24da50a951e85.png\"][/img]

    The game\'s renderer was a bit scattered throughout the engine, so it was good timing to rewrite it regardless.

    I had most of the renderer in the in-game client, so the main menu couldn\'t really render anything. I\'d like to eventually try and do a main menu simulation akin to Factorio\'s, so of course keeping that in mind would be nice.

    After all was said and done, the majority of the actual renderer now resides in a single, 4000 line long Rust file.

    I even got a few new goodies!

    Dithering

    A complaint / complement I got a lot was about the game\'s transparency dithering. I agree in hindsight that my particular implementation sucked, but I did want to keep dithering.

    Vulkan includes a built in feature called \"Alpha to Coverage\" which provides the same effect that I originally wanted while also not looking like garbage.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/df428d7d146c7ca76135fb0be3ab1bb3f84bc417.png\"][/img]

    MSAA

    With the addition of MSAA to the game\'s renderer, you can clean up edges of objects, as well as increase the quality of the dithered transparency to be pretty good.

    1x MSAA, 8x MSAA

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/9a0ccf67dd738b2638c2f0693c48ab04b4a09f98.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/e80014b7fdb25e18229dfc0598ff74c37fe6bc25.png\"][/img][/carousel]

    (These screenshots are a month after the first example...)

    Anisotropic Filtering

    While I was at it I also added anisotropic filtering, which makes textures at grazing angles look quite a bit better, while also in some cases increasing FPS?

    Anisotropic Off, 16x Anisotropic:

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/daddc3037b1f1c12eb733edb086e3e95b61d1eec.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/bbf20e944fa8a52fe6f09f846001feab7b9aacf7.png\"][/img][/carousel]

    Configuring

    Of course some of these come with the catch of turning them on / up roasts your GPU, so you\'ll be able to configure all of this.

    You can now specify which GPU is the correct one as well, in case you\'ve got something exotic.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/21d26609f472393e12867fd38afc429c09f7834b.png\"][/img]

    Nerd

    After spending this long working on this renderer, I would like to geek out for a moment.

    The new renderer has the ability to be completely restarted, meaning you can change your graphics card, have the change apply, and be right at the settings menu again, all without the game closing. (Still working on making it work everywhere)

    It\'s been very helpful for improving Intel Arc support, as my secondary GPU is an Intel Arc A750.

    Sadly for Nvidia users though (the majority of Steam...) my primary GPU is a AMD Radeon RX 6600, so you\'re relegated to occasional testing on my laptop\'s Nvidia GTX 1660 TI MaxQ.

    To add to it, I also made the renderer \"bindless\", meaning for a particular object I don\'t need to attach it\'s textures explicitly, as they\'re already available for all objects, which is pretty ergonomic due to how much control I get over it, as well as how simple the setup is.

    (What did you expect? A picture of thousands of lines of code?)

    Sun

    There is a sun now

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/a60fe5d192073752241e15dc9e88caaff57b8637.png\"][/img]

    Post Processing

    I\'ve been changing my approach to rendering quite a bit with the Vulkan rewrite, and post processing is part of that.

    Voxel Eras uses deferred rendering, meaning I move the majority of answering \"What color is this pixel?\" to be figured out later, allowing it to avoid doing complex calculations for pixels you\'ll never see.

    It does have the downside of a higher baseline cost, as well as difficulties for transparency support, however in this case it\'s worth it, and I have the transparency dithering I mentioned above to deal with transparency without much worry.

    The client already used deferred rendering, but now it is something supported throughout the entire game, and it\'ll eventually have full modding support, so you\'ll be able to mess around with it as well.

    It results in quite the interesting GPU profile:

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/ddb632044afa97ce10e32f0a895c92e578599a51.png\"][/img]

    Content

    For real though, the game needs content, not just graphics.

    It\'s been slow, Vulkan sucked, but it\'s starting to happen again!

    I\'ll be a bit rusty for a bit, so I\'m focusing on some lower hanging fruit to start, like a trash can!

    Trash Can

    Ok, I know it\'s not the most exciting thing in the world, but at least it\'s useful.

    If you want an \"end goal\", provide a full pipe on each side of it from your carbon steel factory.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/fab346edd588268bf334cc69efba3a237711543a.png\"][/img]

    Slabs

    Getting different shapes into the voxel renderer is something I\'m going to need to do more of going forward for water, so starting with slabs felt like the right move.

    My mentality with shapes is that they cost the same, regardless of how much of the block they take up, as the extra inventory mess and thinking about costs for building should be simpler.

    They currently have a couple of issues, like walking collision, light leaking, and placement difficulties, but I am very happy to have them!

    Oh, and, of course, you can have vertical slabs :)

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/61860eb3cf58c2160b6f4ebac4a99b7df3e4eb25.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/f0a9bec666d5ae636bb9cbfcb24c25fca03c058f.png\"][/img][/carousel]

    Hammer

    Automation? In an automation game?!?

    I know, right?

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/b72f7d491c13fa967f62f0e08a74a92908717c6a.png\"][/img]

    Anyways, yes, I\'m actually adding more things to do.

    I wanted to make a general \"clockwork crafter\" utility that could be shared by a bunch of machines I\'m going to start adding, which is part of why this took so long. (I didn\'t want to do it)

    By recommendation, I\'m going to try reducing the visual noise of the textures going forward to make the game a bit more readable. This was something I included as a pass over my work to add color variation in a much quicker way, and I do still use it for particular parts, but I\'m using it far more sparingly.

    I\'m aiming to add a few more of these before 1.3 releases now that it\'s mostly art and sound.

    We\'ll see how much I lean into being GregTech.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/bf816bae38ce926d45fcbee119405df6c1e3deca.png\"][/img]

    Wiring (Toggle)

    Some of you might not even know the game has some basic wiring, as the mod isn\'t enabled by default.

    I\'d like to eventually move the wiring mod into the base game, or at least enable it by default, but I\'ve kept it like this in case I end up completely breaking it. For now though, I want to keep exploring where it could go, so I\'ve added a new component.

    It\'s a simple toggle switch you just interact with to activate, and you can hold it to toggle it repeatedly.

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/c91afd84fd4d23451a7d43e8633cc61ac30ab686.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45632346/f6a91d0d93bd28edf8f66f744e2177e6a43f7595.png\"][/img][/carousel]

    Zoom Key

    For those of you who want to take pictures like the one above without turning your FOV all the way down, you now have a button!

    I\'ve repeatedly brought my FOV setting all the way down to take screenshots, so having a button to do it without changing your settings is nice.

    The Emotional Bit

    Thanks for being patient while I slowly chip away at the game.

    It\'s been a bit of a roller coaster for me lately between my full time job, launching the game, my personal life, and the physical and mental stress that revolved around, and resulted from it.

    I apologize in advance if you find it hard to get replies from me from time to time (or don\'t get a response at all).

    I do read everything I can find over here on Steam, my Discord, as well as my YouTube channel, and I do my best to still try and address everything through some means such as announcements, patch notes, and my #rustacean channel in the Discord, but I know this system isn\'t perfect.

    Some would call me a bit... unique, which impacts in how I interact, communicate, and process, resulting in me having more difficulties with things than I would care to admit, and they\'re not fantastic traits to have as a solo developer.

    You, the reader, probably have some of the same traits, so I hope you\'ll forgive me because I\'m going to continue to be a hot mess until the end of time, and you can\'t stop me.

    With That Being Said...

    Overall, even if progress is slower than I\'d like, I\'m pretty happy with how things are going.

    Vulkan is starting to finally stabilize a bit, I\'m pretty happy with the renderer improvements, and I\'m glad to finally be back to making content again after so much engine work.

    I hope to have another experimental out soon, with somewhere around 1-2 more of them before properly releasing v1.3.

    Thank you for your support, I\'ll be back again soon.

    Progress Awaits Your Return

    Destiny Hailstorm - Lead Developer

  • [ 2025-09-28 11:18:05 CET ] [Original Post]
    Experimental v1.3.1

    Hey everyone! Still working on cleaning up Vulkan, however I\'m pretty happy with how it has been going. With it beginning to wrap up, I\'m pivoting back into content a bit more again, so I\'m hoping to have more Stuff for experimental soon.

    Enjoy :)

    New

    • Trash Can, take care of unwanted items!

      [/*]

    Changes

    • The skybox has returned, now with their sun. Say hi :)

      [/*]
    • GPU selection setting, in case your setup is a bit more exotic

      [/*]
    • MSAA now defaults to 4x instead of 8x (more reasonable default)

      [/*]
    • Build menu now has the inventory on the bottom, with the quickbar center. This menu still needs a complete redesign

      [/*]

    Bug Fixes

    • Intel Arc cards should now be able to launch the game

      [/*]
    • Lighting is now stable in the main menu again

      [/*]
    • The wrench now stacks to 1, as originally intended

      [/*]
    • Removed Hatsune Miku from the slim model\'s default skin (she might still be hiding in your wifi)

      [/*]
    • Personalization profile picture or skins now change as expected again in game

      [/*]

    Known Issues

    • Some newer Nvidia cards, mostly 3000+ series, may have compatibility issues still. If you experience this, please send me your Vulkan compatibility information!

      [/*]

    [ 2025-09-16 04:21:14 CET ] [Original Post]
    Experimental v1.3.0

    Hey everyone! I\'ve been kept busy with everything going on since the Early Access launch, and I am finally ready to share some of the fruits of my labor! Pouring through all the feedback I heard 2 main things: Fix performance, and add content. I wanted to first focus on the foundations, so this experimental is going to be targeting primarily the core engine.

    This is definitely experimental, things such as hardware compatibility are pretty unknown, however I expect anyone who gets to the main menu to be able to play with this.

    Experimental v1.3.0

    Graphics

    • Moved from OpenGL to Vulkan, which should help with modern GPU compatibility

      [/*]
    • Transparency dithering has been drastically improved

      [/*]
    • Multisample Antialiasing (MSAA) options for 1x, 2x, 4x, and 8x are now available, which improve both dithering and edges of geometry (this is very expensive on some GPUs at 8x)

      [/*]
    • Anisotropic Filtering options for Off, 2x, 4x, 8x, 16x are now available, which improve texture readability (this should be pretty much free)

      [/*]
    • All textures are now able to be globally animated, not just voxels, so things like items can be animated now

      [/*]

    Soundtracks

    • KINETIC - Progress

      [/*]
    • SPARKS - Early Industry

      [/*]

    Changes

    • Leaves are now supported by 2 instead of 3 voxels

      [/*]
    • Wrench now stacks to 1

      [/*]
    • When in \"placement mode\" you no longer can interact with machines

      [/*]
    • The main menu now runs the full renderer, a character model has been added (eventually your personalized one?)

      [/*]

    Fixes

    • Game clock should be less unstable, as well as having a bit less latency

      [/*]
    • Coyote time should no longer cause glitching while jumping

      [/*]
    • Crafters will no longer make a crafting noise when failing an attempt at crafting

      [/*]
    • Interacting with the Workbench no longer causes a script error

      [/*]

    Modding

    • Voxel textures now reference normal textures, requiring them to be added to your \"mod_data\" like other textures

      [/*]
    • Custom shaders and post processing shaders are now hot reloadable (modding post processing will be added soon)

      [/*]
    • Prior custom shaders will need to be redone due to dramatic changes, reference the standard shader

      [/*]
    • Animated texture .toml configs have had \"frames\" renamed to \"frame_layout\", with a new field \"frames\" containing the total amount of frames in the animation sheet

      [/*]
    • \"Prediction Debug\" is now available which shows any basic prediction errors the game can detect, letting you see how many things I still need to (maybe) predict

      [/*]
    • You can now mark a TextureBuilder for linear or cubic texture interpolation

      [/*]

    Removals

    • Support for v3 and v4 world saves has been removed, leaving v5 and the new v6 available

      [/*]
    • The \"Terrain Rate\" setting has been removed, this is too confusing, so for now chunks are just generated immediately if they\'re in render distance

      [/*]

    Known Issues

    • The skybox is a solid color, this will soon return to glory as well as be improved

      [/*]
    • The main menu character\'s lighting is unstable until you enter and exit a world

      [/*]
    • HDR displays and / or Linux AMD cards result in the screen being brighter than it should be

      [/*]

    [ 2025-09-11 10:02:14 CET ] [Original Post]
    v1.2.2

    Fixes:\n- Chunks no longer freeze / machines stop working / machines won\'t work has been resolved\n\nKnown Issues:\n- If your save previously had this issue, some pipes or machines may need to be placed back down to correct them

    [ 2025-08-02 03:50:00 CET ] [Original Post]
    v1.2.2 Experimental

    Hey everyone :)

    Small fix I\'m trying on the experimental branch for Windows, might address some people\'s issues with \"frozen chunks\", \"broken drills\", \"broken furnaces\" or otherwise machines just... doing nothing.

    [ 2025-08-01 10:56:33 CET ] [Original Post]
    "The Fix" - v1.2.1 Now Available

    Busy busy busy! I hope you all have been enjoying Voxel Eras!

    You may or may not have known, but I\'ve started up a new beta branch called \"experimental\", focused on me throwing ideas out and getting them in people\'s hands to test. I\'ve been working on getting the game feeling smooth, and trying to get things like multiplayer working well.

    In the future I don\'t expect this same rate of updates to come out, I wanted to primarily address everyone\'s biggest issues before jumping back into content mode and expanding the game again and doing the bigger feedback items I\'ve gotten over the last week.

    Anyways, here\'s the notes!

    New

    • New soundtrack \"SPARKS - Early Industry\"

      [/*]

    Changes

    • The furnace now no longer has an exception for it\'s top slot regarding burnable smeltables. This isn\'t used, and so the furnace now accepts fuel and smeltables from all sides.

      [/*]
    • Max render distance increased from 10 -> 24, compared to Minecraft, this is 19 -> 47 chunks render distance. This is still limited to ~768mb of VRAM, but in my own testing 64 chunks (127 Minecraft) worked within this, so I expect no issues.

      [/*]
    • \"Galactic\" lighting setting added (this is a \"goals\" setting, enjoy baking your PC)

      [/*]
    • Flowers now are tagged Growable, meaning the Planter can now plant them

      [/*]
    • Right click on the Crate slot restriction controls now does 5x

      [/*]

    Fixes

    • Naturally spawned trees will now work with the Chopper, however this fix does not correct trees that were already generated (Sorry!)

      [/*]
    • Internal game clock is now much more stable, this should result in far less jitter, \"input stick\", \"head stick\", \"movement stick\", \"inability to move in multiplayer\", and other related bugs.

      [/*]
    • Client prediction no longer has a memory leak due to accumulating inputs until the world is reloaded.

      [/*]
    • High render distance should no longer cause game instability

      [/*]
    • Chunks changing should no longer cause large lag spikes

      [/*]
    • Rendering more than 4096 chunks will no longer crash the game (wasn\'t possible with restricted render distance, however was a possible issue on launch day)

      [/*]
    • Joining a multiplayer game where your mods are synced should no longer keep both your initial mod config and the newly loaded mod config loaded at the same time

      [/*]
    • You can no longer place into your feet (you can still place into your head, but we\'re getting there)

      [/*]
    • Windows should now generate a log.txt, like Linux

      [/*]
    • Dropped items should now move smoothly with framerate instead of tick rate

      [/*]
    • Pipes should no longer cause game crashes, and instead may misbehave in the event they enter a bad state

      [/*]
    • Planter no longer eats it\'s plants on break, deciding instead to drop the items

      [/*]

    Performance

    • Chunk meshing should no longer cause large freezes on upload

      [/*]
    • Large worlds should no longer slow down due to simulating grass growth

      [/*]
    • General event performance improvements

      [/*]
    • Removed geometry shader from voxel shader pipelines

      [/*]

    The game generally should have more stable frame pacing, room for growth of your factory, as well as letting you explore your worlds more and see with higher render distances.

    Modding

    • Added new API, on_grass_random, an accelerator function for grass behavior

      [/*]
    • BREAKING CHANGE: Many event APIs have had their return types changed from EventResponse to (), this was done for performance and should be quick to fix, however your mods will be broken unless you correct it

      [/*]
    • New entity prefab tag \"BuildBlocking:VoxelEras\" for marking entities as able to block constructs, currently used by the player

      [/*]

    Known Issues

    • Some graphics cards may have severely limited render distance, primarily seeming to effect Windows Nvidia GPUs, working on a longer term fix for this

      [/*]
    • The game clock may still have issues, please reduce your lighting distance or other settings in order to get your game to a stable framerate, working on a longer term fix for this

      [/*]

    [ 2025-07-30 21:44:11 CET ] [Original Post]
    Experimental v1.2.1

    Hey everyone :)

    Smaller update, I\'ve been working on some experimental fixes over on the experimental branch. This includes a few bug fixes, some rendering changes, internal time sync improvements, and some more.\n

    From what I have heard, these changes have helped improve some problems, so if you\'re having an issue, try this first!

    I will have a proper update and patch notes out soon once a few more things are dealt with, thank you for having patience as I get all of these problems out of the way. If you have run into an issue, and you haven\'t let me know about it via Steam\'s discussions or the Discord, please make sure to do so! Logs in the form of the log.txt next to your game files, a screenshot of your multiplayer debug menu, and / or a video of your problem go a long way in helping me root out these issues.

    [ 2025-07-29 08:15:33 CET ] [Original Post]
    v1.1.1

    Fixes

    \n- Winder handles it\'s new rules from 1.1.0 properly\n- Potential another fix for network jitter / input refusal (relating to slow servers..?)

    [ 2025-07-21 11:57:47 CET ] [Original Post]
    Chopper, Planter, Wrench, Mods - v1.1.0 Now Available

    Hey everyone!

    Thanks for the fantastic launch! Honestly blew my own expectations out of the water, and I\'m excited to show you what I\'ve got in store as time goes on.

    To start, some light content additions, and an overall cleanup for release to iron out the biggest issues I\'m seeing.

    Enjoy!

    New

    • Chopper - Punch tree, get wood? Get lost. Cut your trees down with clockwork today!

      [/*]
    • Planter - Get digging! It\'s growing season! Automate your planting with clockwork.

      [/*]
    • Wrench - A handy tool for wrangling the pipes into tight corners.

      [/*]
    • Mod Sync - Mods marked as sync now will sync in multiplayer on world join

      [/*]
    • Mod Config - Mods can be enabled and disabled, as well as reloaded, within the game

      [/*]
    • Remaining buildable count is now shown below the cursor

      [/*]
    • New intermediate, sawblade

      [/*]
    • Ability to drop items from your inventory :P

      [/*]
    • Ability to clear pipette immediately via Q

      [/*]

    Changes

    • Some UI buttons have had their activation changed from on click to clicked down, which makes some elements more responsive

      [/*]
    • Door cost reduced from 6 planks to 4 planks

      [/*]
    • Winder now keeps 2-5 fuel in it, ensuring it always has fuel before extraction

      [/*]
    • Physics interactions should be less unstable and more forgiving

      [/*]
    • Added stack burn ticks and stack size to item tooltips

      [/*]
    • Improved some error messages to be less \"cryptic\" and more useful

      [/*]

    Fixes

    • \"Input stick\", multiplayer input non responsiveness, movement jitter, world load camera snapping, or other expressions of input issues related to game time sync have now been greatly improved. If you had issues with multiplayer or game jitter I\'d recommend trying this patch!

      [/*]
    • Hand and construct ghost for the local player are now disabled on UI disable

      [/*]
    • Falling below the world will cause you to be put back on top of the world

      [/*]
    • Raycasts no longer hit the first checked collider and now hit the closest hit collider (placing on non full voxel colliders is more inline with expectations)

      [/*]
    • Torches now properly break based on support loss

      [/*]

    Modding

    • Breaking change: Inventory slots now include an additional parameter, using_shift, which will be later used for shift click transferring items.

      [/*]
    • Constructs now have tags

      [/*]
    • Constructs now have get_variant(construct: Construct, rotation: VoxelRotation) -> ConstructVariant for easier construct usage

      [/*]
    • is_ui_hidden is available to check if the UI is currently toggled off

      [/*]
    • Some metal working recipes have had their identifiers changed to remove \"Workbench\" and replace it with \"Anvil\"

      [/*]
    • Player now has \"Stat:JumpMultiplier\", \"Stat:MoveMultiplier\", and \"Stat:GravityMultiplier\" which can be added as f64 to the player\'s metadata to change the properties from their default of 1.

      [/*]
    • Pipes now have \"Stat:ProgressTicks\" to indicate their speed

      [/*]
    • Added more on screen errors over crash logs

      [/*]
    • get_players to get all player identifiers in the world

      [/*]
    • Added set_pipe_mode, on_pipe_configuring, and on_pipe_config_action which are standardized functions for pipe configuration

      [/*]

    Known Issues

    • Players fall through the block they were standing on when loading a world from before this update, this is a one time issue due to physics changes

      [/*]

    [ 2025-07-21 10:59:15 CET ] [Original Post]
    v1.0.1 (2)

    Fixes

    \nCoal ore drops coal instead of your game. Great launch day bug.

    [ 2025-07-16 23:47:48 CET ] [Original Post]
    GO FOR LAUNCH! Release v1.0.1, Buy Now!

    VERY late to automation fest, but better late than never!

    I received a lot of feedback in the meantime, and this is a big collection of all of that! So enjoy!

    New

    • Fast Pipes, a 2x faster pipe

      [/*]
    • Item Pipette, drag an item to the quickbar to add it

      [/*]

    Balancing

    • The majority of break speeds have been increased

      [/*]
    • Clockwork drill now can store twice as much power when hand cranked, and 1/2 as much when powered by a winder

      [/*]

    Changes

    • Crude furnace icon changed

      [/*]
    • Constructs are now ordered more inline with progression

      [/*]
    • Construct menu is now an inventory build menu hybrid, this will be improved in the future but was an easy first step towards improvement

      [/*]
    • Furnace and Alloy Furnace flicker has been slightly reduced

      [/*]
    • Leaves and saplings have been darkened

      [/*]
    • Coal ore and it\'s uses have been removed, you can now directly mine coal

      [/*]
    • Clockwork drill can now be placed on stone. Floor was covered which was previously the way to automate stone

      [/*]

    Fixes

    • Improved various descriptions to better help players learn the game

      [/*]
    • Jumping will no longer disable sprint FOV, now this only happens based on velocity

      [/*]
    • Items will no longer disappear if you craft with a full inventory

      [/*]
    • Improved inventory management feel, you shouldn\'t need to slow down for, or stop and go to move items anymore, flicks work

      [/*]
    • Fixed pipe distribution not being equal (?)

      [/*]
    • Holding an item, leaving a menu, and opening a menu again should no longer result in an item being held in your inventory

      [/*]

    Modding

    • Added ability to define the pipette for an item when added to the quickbar

      [/*]

    Known Issues

    • When starting a game, joining a game, and during poor network quality, the game may \"refuse your input\" or \"glitch\" for a few moments. This stabilizes usually after a second or two, minor

      [/*]
    • Linux might not always respect your VSync settings, please check your driver settings for additional options, minor

      [/*]
    • Potential memory leak with input actions not being cleaned up

      [/*]
    • Torches don\'t always break when their support goes missing

      [/*]
    • Pipes can be difficult to place in some situations, more abilities to work with pipes will be added soon

      [/*]
    • Restricted slots show either their item, or that they are restricted, not both, which results in some cases where restricting slots doesn\'t visually change anything

      [/*]

    [ 2025-07-16 22:16:51 CET ] [Original Post]
    Early Access Release 1.0.0 - Automation Fest!

    Hello everyone!

    Running a touch late as usual, currently waiting on Valve to approve a build to go live, but here\'s the patch notes for... tomorrow? Hopefully. The trailer should also be up very soon.

    [dynamiclink href=\"https://store.steampowered.com/app/3192010/Voxel_Eras\"][/dynamiclink]

    With this new chapter, Voxel Eras will now be in early access for a while, which will mainly consist of filling out the game\'s eras, making new things possible, and really making this game all I want it to be.

    I don\'t expect things to always go smoothly, but I hope you\'ll join me for the ride!

    New

    • Bronze Plate

      [/*]
    • Anvil, metal recipes have been moved

      [/*]
    • Ability to toggle UI

      [/*]
    • Player Movement Prediction, moving should now feel smooth even at high latency in multiplayer, as well as smoother in singleplayer

      [/*]
    • Terrain Generation has been (lightly) overhauled, making patches more frequent, giving the world a bit of depth, and making \"good worlds\" more common

      [/*]

    Changes

    • Player 3rd person camera is now 5.5 instead of 3.5 meters away

      [/*]
    • Saplings now grow differently, they should now be more in reach and less \"sprawling\"

      [/*]
    • The player now has \"coyote time\" or \"coyote jump\" which for a short period after stepping off a ledge, you will still be able to jump, making hills and tight areas easier to navigate

      [/*]
    • Main menu is now \"grey\" instead of black

      [/*]
    • Furnace now allows smeltables in all sides, as well as fuel, with the exception being the top, which can only accept non burnable items instead of all smeltables, and can be extracted on all sides

      [/*]
    • Alloy furnace now allows fuel from all but the top side, the top and bottom can insert into the first smeltable slot, the sides can insert into the second slot, and can be extracted on all sides

      [/*]

    Balancing

    • Pipes now use 1x Small Bronze Gear instead of 1x Stone Gear

      [/*]
    • Recipes using Bronze Ingot now use 1/2 the Bronze Plate

      [/*]
    • Coal Dust can be created using the grinder with ore instead of coal for 3x coal dust instead of 4x coal dust, giving more options

      [/*]
    • Winder extension now can power multiple devices instead of just 1, with the same fuel cost as normal applying to connected devices

      [/*]
    • Leaves now have a 4% chance instead of a 2.5% chance to drop saplings, and has a 8% chance of dropping leaves instead of a 5% chance, should make tree farming more sustainable

      [/*]

    Performance

    • Pipe logic has been moved from scripting to a modding API, making much larger builds possible

      [/*]

    QoL

    • Winder icon now is \"burning\" to make it easier to tell apart

      [/*]
    • Carbon Steel Plate texture tweak

      [/*]
    • Personalization and Multiplayer Setup menus are now a bit clearer for navigation

      [/*]
    • Grinder tip updated for clarity

      [/*]
    • Sprinting changes FOV

      [/*]
    • Torch \"particles\" are now lightly transparent, as well as animating slightly slower

      [/*]
    • Workbench now has sounds

      [/*]

    Fixes

    • Linux should now run via Steam

      [/*]
    • Linux run via Steam should no longer have \"god UI\" effect

      [/*]
    • Linux VSync shouldn\'t cause crashes (disabled or enabled)

      [/*]

    Modding

    • Added \"on_predict\" event for entities has been added to allow state modification with the expectation you only modify the entity in question

      [/*]

    Removed

    • Stone Gears, these have been obsolete and weren\'t fun to play with

      [/*]
    • \"Pickaxe\" and \"Shovel\", unused old icons

      [/*]

    Known Issues

    • Crafting with a full inventory can lead to loss of the crafted item, as well as the crafting input used to make it, will be fixed NEXT PATCH

      [/*]
    • When starting a game, joining a game, and during poor network quality, the game may \"refuse your input\" or \"glitch\" for a few moments. This stabilizes usually after a second or two, minor

      [/*]
    • Linux might not always respect your VSync settings, please check your driver settings for additional options, minor

      [/*]
    • Potential memory leak with input actions not being cleaned up

      [/*]
    • Torches don\'t always break when their support goes missing

      [/*]
    • Pipes may round robin output in strange ways when full throughput, they appear to still keep ratio between destinations, but will alternate where they go for ~5 cycles before switching to another pipe segment to repeat

      [/*]
    • Restricted slots show either their item, or that they are restricted, not both, which results in some cases where restricting slots doesn\'t visually change anything

      [/*]

    [ 2025-07-15 02:44:01 CET ] [Original Post]
    Launching on Automation Fest!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45678237/efe73a42f92d569785d2eb60e8963011de8797e0.png\"][/img]

    Hello! For the majority of you, I assume you\'ve never heard of Voxel Eras before, so I\'ll start with an introduction.

    What is Voxel Eras?

    Voxel Eras is a game about progressing through eras of technology, building up your workshop from a few logs, to an automated masterpiece.

    It takes place, as the name would imply, in an infinite voxel world, with a goal of being similar to things such as Minecraft (GregTech, BuildCraft, Industrial Craft, ect.), Factorio, Satisfactory, and Foundry.

    It\'s very casual, and can be enjoyed with friends.

    Why Launch Now?

    The game, admittedly, is in an early state. While I would love to polish and polish for another year, I want to get this game into people\'s hands since I think it\'s already ready to do a lot.

    Things like multiplayer, modding, and the base mechanics of the game are all there. The bolts of the engine I think have mostly been laid at this point, and content has been picking up pace. There\'s at least a few hours of enjoyment in the current game, and I hope to quickly expand that both during and after the Automation Fest.

    Automation Fest seems like a once in a lifetime opportunity to launch Voxel Eras, as the entire store is dedicated to the very genre I am making a game for. I feel launching at any other time would be a waste of an opportunity.

    As a result, [u]Voxel Eras will be launching on July 14th, 2025 at 4:00pm EST into Early Access[/u].

    How are updates going to be structured?

    Updates are going to be small, focused on small elements of the game. The goal with these is to be able to have a tight feedback loop with the player base, and get content to players as soon as it\'s ready instead of waiting for a \"major update\".

    Of course there will be \"major\" style updates, but the goal isn\'t to make every update one, just on occasion.

    An example of this is something I am working on leading up to Automation Fest, the Anvil.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45678237/9d8c829e6ea407bcefe6647c21782345b214e56a.png\"][/img]

    This is a piece of content I\'ve been and will spend probably a few days on. While it may be small, updates like these are easier to manage on tighter schedules, and I\'d like to use that to quickly build upon the game.

    That being said, feedback is very welcome, and I look forward to hearing yours!

    What\'s the catch?

    No catch. It\'s 15% off, and launching at $15.

    Servers are player ran, so you don\'t need to worry about me disappearing and multiplayer going dead. Dedicated servers will hopefully be available either for launch, or shortly after, and things like mini game servers should be fun as you can have custom mods synced from those.

    Skins are all synced via the same multiplayer system when you join, as well as being able to be shared on the workshop as an added bonus. Even get to have all your files locally!

    I have a lot in store for Voxel Eras, and plan to be around for a long time.

    Will you conquer the Eras?

    [ 2025-07-11 21:34:31 CET ] [Original Post]

    Minimum Setup

    • Memory: 8 GB RAM
  • Memory: 16 GB RAMNetwork: Broadband Internet connection
  • Recommended Setup

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