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IMPROVEMENTS
IMPROVEMENTS
This update brings a brand new layer of challenge to how you manage your transport empire. With the introduction of the wear and reliability system, keeping your fleet in good shape becomes more important than ever. You'll now have to think not just about routes and schedules, but also long-term maintenance and strategic replacements all while staying ahead of potential traffic jams and extra costs. If you want to dive into the full list of changes, you can find the complete changelog here, as usual.
GAMEPLAY
GAMEPLAY
The first beta for Wear & Tear Update is here! This update brings significant balance changes wed really appreciate it if you gave it a thorough try and let us know what you think! Btw, this is the last major update before RRR! GAMEPLAY
FIXES
As the holiday season approaches, festive decorations are back to bring a touch of seasonal charm to your tycoon empire. This year, weve made them available a bit earlier, giving you extra time to enjoy decorating your world with string lights and neon tubes.
Use the controls in the top-left corner to toggle night mode and a snowy atmosphere, letting your decorations truly shine.
Wed love to see your holiday-themed builds! Share your screenshots and videos in our Discord (or Steam community) and show us and the whole community how youve embraced the holiday spirit.
We also want to take this opportunity to thank you for your patience and continued support. We know many of you have been eagerly awaiting major updates. While theyre taking longer than wed hoped, were making steady progress. Our biggest updates yet are planned for 2025, and were excited to share more with you as they come together.
For now, enjoy the festive season, and thank you for being part of our journey.
Hello, fellow tycoons! We've got a little intermediate update for you.
FIXES
RIDE YOUR VEHICLE
RIDE YOUR VEHICLE
RIDE YOUR VEHICLE
RIDE YOUR VEHICLE
This beta update introduces early support for vehicle interiors/cockpits for the Ride Your Vehicle mode. The update is primarily intended for modders so they can start preparing their mods. However, some Tier 1 vehicles already have interiors implemented (thanks to scailman!) that you can play with and use as examples for modding. Interiors serve only a cosmetic purpose and have no impact on performance during normal gameplay. Note that having an interior is purely optional and is at the modder's discretion. Additionally, setting an interior will not affect older versions of the game, so you can safely update your mods for the beta branch without fear of breaking the default branch. Modding guide by scailman: http://docs.voxeltycoon.xyz/guides/content-mods/creating-vehicle-interior
Hey there, Voxel Tycoon community!
In today's development update, we'll take a detailed look at the recent QoL updates and discuss what's happening with VT development overall.
Many of the improvements and fixes recently implemented were based on direct feedback from players in the #bug-reports and #suggestions channels on our Discord. We encourage you to join and share your thoughts with us and the community!
While we're still working on the next major update, we wanted to share a little QoL patch with you all to help pass the time. As you will notice, many of these changes are performance optimizations for those who play with a lot of mods. Optimizing performance is an ongoing effort, and there are still many places where it can be greatly improved. In the meantime, for the next update, we want to focus on gameplay features. Thank you, and stay tuned for more! PERFORMANCE
IMPROVEMENTS
GAMEPLAY
GAMEPLAY - Holiday cheer removed - Vehicle replacement no longer affect new vehicles - Complete replacement will be automatically removed FIXES - Fixed infinite loop of vehicle replacement can be created - Fixed error when vehicle was replaced while picking destination - Fixed wrong speed is reported when vehicle window is just opened How to get on beta branch: https://voxeltycoon.xyz/devlog/beta-branch/
IMPROVEMENTS - Camera bookmarks: Set bookmark: Ctrl + Shift + 0-9, go to bookmark: Shift + 0-9 - Added explicit close/hide button to notification history popup FIXES - Fixed available money got trimmed in the lab window - Fixed Info tool worked through UI How to get on beta branch: https://voxeltycoon.xyz/devlog/beta-branch/
Get ready to sparkle We've added a tool that lets you decorate your buildings with colorful string lights and vibrant neon tubes. Let's brighten up those short winter days!
Bring holiday cheer to your world! Check the top left of your screen for new controls to toggle night and bring in a festive holiday ambiance. It's the perfect way to showcase your holiday decorations!
Share screenshots with the community! We're super excited to see how you bring the holiday spirit into your tycoon empire. Join us on Discord and be a part of our vibrant community!
Happy building and decorating, tycoons! Let's make this season shine bright!
Todays update is twofold: refining the bulldozing process for a smoother workflow and significantly boosting late-game performance. Were keen for you to delve into these enhancements and share your experiences!
IMPROVEMENTS - Late game performance improvements: Players with big late-game worlds may experience a noticeable FPS boost. - Reduced performance impact of indicators (labels), especially when they are hidden. - Tuned console error and warning message colors for better screenshot compression and enhanced readability. FIXES - Fixed an issue where vehicle audio would continue playing during forced pauses, such as opening the Settings window. - Save slot cards now support clicking through long world names. MODDING - Unity updated to 2022.3.10.
Today's mini-update is all about enhancing the bulldozing process. Our aim was to make the workflow smoother and less interrupted. We'd love for you to test it out and share your thoughts with us! * After toggling off the bulldozer tool, the toolbar will now automatically revert back to your previously selected tool * You can now temporarily activate the bulldozer tool by holding down the E key. Once you release the key, your previous tool selection will be restored. Please note, we have moved the bulldozer hotkey from / to E for easier access * To provide clear visual feedback, an active bulldozer tool will now be highlighted with a red frame. This makes it easier to know when you're in demolition mode * Zoom default bindings has been moved to Shift+A/D * Fixed the issues where the zoom key bindings were inverted * Improved consistency when placing mines on the edge of the deposit (thanks c0d3ninja for bringing this to our attention!) * Modding: Unity updated to 2022.3.7
This intermediate update introduced color scheme support for vehicles, new Custom Rules to tailor your gameplay experience, and a few improvements and enhancements for both players and modders. If you want to delve into the details, you can check out the full changelog, or embark on a journey with us through this post for an engaging introduction.
Win/Lose screen will display all the enabled Custom Rules (including CHEATS!) 'Custom Rules' badge has been added to the save slot cards, letting you inspect the Custom Rules that are active for that particular game Fixed store window did not display price changes at non-100% UI scales ( #1044 ) Modding: To add your own Custom Rules, inherit from the newly introduced CustomRulesMod class ( example )
Introducing Custom Rules! When starting a new game, you can apply custom rules to your new world, including Infinite Resources, or even Unlimited Money! "Allow turn around", "All research completed", and "Start with semaphores" are now Custom Rules Handling more cases of missing assets where the game will try to report asset Uri over numerical id Modding: Assembly-CSharp.dll is now VoxelTycoon.dll Modding: storage assets now respect .uribindings, ensuring seamless binding of retired vehicle units to new ones Modding: Unity updated to 2022.3.3
Enhanced support for non-QWERTY keyboard layouts (thanks refreshfr for the heads up!) Added the option to select from pre-defined QWERTY and AZERTY layouts in the controls settings Resolved the issue with corrupted DebugSettings.json file that was previously preventing the game from loading
Added brand new Tier 1 and Tier 2 mail rail cars Box cars are no longer suitable for mail Passenger rail cars are now lit at night Modding: In .*storage assets, ItemGroupUris replaced with ItemGroups, allowing configuration of individual groups in the same manner as Items Modding: Added the ability to hide individual storages (Item or ItemGroup) to maintain backward compatibility for older saves after storage was moved to another unit or building Modding: Added support for recipe-based display names for liveries Unity updated to 2022.2.21
Fixed compatibility with mods that use empty meshes without a .meta file (thanks **stitch up** for the heads up!)
Fixed regression where non-lowercased mesh uri references prevent mods from loading Fixed regression where smoke assets using meshes fails to load Fixed regression where mods using specific configuration of patches with Remove command fails to load
Vehicles can now have more than one color scheme Added a picker to allow selecting the vehicle color scheme before purchase Added company color schemes for passenger buses and wagons Asset Editor: Preserve selected variant when switching models Asset Editor: Show current slider values in the color picker on hover Modding: Implemented custom color schemes (liveries) support for vehicles Modding: Fixed Remove command of the .patch asset was not working in some cases Modding: Updated Unity to 2022.2.20
MacOS (M1) players: This update contains a possible fix for memory leaks, hangs, and crashes! Please give it a try and let us know if you notice any difference Increased name maximum length for everything that can be renamed: company, cities, vehicles, stations, depots, labs Updated appearance of New Save button in the Save Game window Tooltips no longer disappear when taking a screenshot with Print Screen Unity updated to 2022.2.10
Increased maximum length limit for route names Increased maximum length limit for save names Modding: Add Workshop tags for corresponding Item Groups
Show the detailed error window for script mod errors (the one with Disable and reload and Go to Workshop actions) instead of just generic "Failed to load .dll" message box
Added setting allowing to reduce build mode contrast Added "Copy many vehicles at once with SHIFT" hint to the tooltip for the Copy Vehicle button Fixed some mods relying on patches stopped working after Item Groups were introduced Improved error message caused by failed patching: now it clearly specifies the problematic patch Modding: allowed patching of null properties Unity updated to 2022.2.6
Fixed an issue where passengers do not board vehicle in some cases Fixed disabled and in-depot vehicles falsely report their running costs at 30% Fixed passenger and mail labels overlap station label on non-100% UI scales Fixed mouse buttons can be bound in settings to various actions resulting in unexpected behavior Updated wording of Passengers and mail budget item Modding: a new .itemgroup asset introduced to improve mods compatibility: https://docs.voxeltycoon.xyz/guides/migration-guides/item-groups/
Fixed an issue where passengers do not board vehicle in some cases Fixed disabled and in-depot vehicles falsely report their running costs at 30% Fixed passenger and mail labels overlap station label on non-100% UI scales Fixed mouse buttons can be bound in settings to various actions resulting in unexpected behavior Updated wording of Passengers and mail budget item Modding: a new .itemgroup asset introduced: http://docs.voxeltycoon.xyz/guides/migration-guides/item-groups/
Todays update brings you smarter passengers, mail, GeForce NOW support, and other improvements. Plus, we are happy to announce that we are taking part in the Steam Event, first ever in our history!
Fixed an issue where passengers won't board a vehicle at first run after visiting a depot Translations updated
You can now add buildings to favorites in the builder palette to keep them always on top Passengers/mail popup: Fixed vehicles could show red items indicating there's no vehicles for them Passengers/mail popup: Added red highlight to removed stations, wording changed from 'Unknown station' to 'Station removed' for improved clarity
Made more clear which passengers/mail are available on a station: no more redundant items from nearby stations
Fixed regression in passenger/mail caused by previous build Fixed more cases where valid destinations were shown as red
Passengers now will skip boarding a vehicle when it's going away from their desired destination Fixed some cases where passenger/mail tooltip shows valid routes as red Station label and station window now should be more consistent in displaying passenger/mail numbers Fixed items displayed in the wrong locations on semi-trailers Fixed creating a new vehicle replacement can cause an error in some cases Translations updated
Updated passenger/mail tooltip layout: now it groups items by destination and highlights if a destination could not be reached Improved station passenger/mail indicators behavior Fixed internal recipes shown in the tech tree
Fixed NullReferenceException introduced with the previous update Mail lifetime increased, as well as delivery reward
Passengers now can switch transport and even transport modes on their way to the desired destination! The passenger switching feature is still a work in progress, and it will require some fine-tuning. Please share any feedback with us! Along with passengers, there's a new kind of cargo: mail! Passenger coverage is now highlighted when placing passenger stations Improved the visual appearance of trucks with trailers in tight turns Added an explicit toggle allowing users to enable Cloud sync for a new save Autosaves now show the name of the world or the original save name Fixed replacing some vehicles in the vehicle editor window wouldn't allow you to select a vehicle to replace Fixed the camera would go wild after following a vehicle very closely Modding: Added Coupling1Offset and Coupling2Offset properties to the .carunit asset, allowing you to fine-tune the trailers' visual behavior Modding: Added the Height property to the .carcoupling asset, allowing you to fine-tune the trailers' visual behavior Unity updated to 2021.3.16
This is an intermediate update mostly focused on modding improvements, but also has some fixes inside. Check the full changelog if you are really curious.
Devices now can output more than one product Devices UI updated to support complex recipes with more than one output Fixed electric locos keep playing engine sound on non-electrified rails Fixed electrification tool highlight may stay after tool deactivation Fixed custom category icons are rendered blue Modding: recipe asset changed to support more than one output, also output probabilities can be set Modding: Added support for modding locales, names, and currencies Modding: Fixed error when generating palette for empty.obj
The 0.87.2 update has just landed! It brings plenty of quality-of-life improvements and fixes to the table. But before we will dive into what's inside, please welcome our new full-time team member: @DarkMajesty He joined us just two months ago and actually made this update real! While we continue working on long-term tasks like Rails and Roads Rework (also known as RRR) and Contracts Update, we finally have someone who can back us up and help to fill the void between those major milestones. Alright, now let's get back to business!
Fixed stations appear as destroyed in UI in some cases (https://github.com/voxeltycoon/issues/issues/983) Fixed incorrect signal distance calculations Fixed vehicle stats are no longer displayed when hovering over a vehicle preview in the tech tree window (https://github.com/voxeltycoon/issues/issues/982) Fixed UI displays incorrect stats and console spamming warnings for electrified trains Routes now sorted by name in human-like manner Set correct default currency and names assets for es, pl, sv, and tr locales Added Clear button to console Modding: Building liveries now can have different displayed names: use uri#livery_name:DisplayName format Modding: Added backward compatibility for Liveries2 property of the .conveyorconnector asset
GAMEPLAY You can now rotate and scale decorations it's time to get creative! Inputs and outputs in devices are now fixed Made renaming cities significantly more affordable Trains that have both electric and diesel/steam engines now able to move on non-electrified rails IMPROVEMENTS Builder window: Improved with categories, search, filtering, sorting, and view options Builder window: Scroll to last placed building on open Conveyors: Improved conveyor direction prediction logic now it should require much less manual direction changes Conveyors: Mismatching directions will be highlighted with special indicator, clicking on it will automatically fix direction Conveyors: Devices now can be build closer to each other without need to demolish conveyors You can now choose what budget items should contribute to displayed total Fleet window: Added ability to mass release vehicles from depot Fleet window: Added ability to mass cancel send to depot Fleet window: Vehicles are sorted by name in the way human would expect New game window: Added search by mods New game window: Added ability to toggle all mods Mass replacement: Added ability to pause/resume and remove all current replacements Mass replacement: Added ability to pause a replacement Mass replacement: Replacement will preserve cargo if possible Mass replacement: Reduced notification spam if vehicle can't find a depot for replacement When placing a signal, distance to closest neighbors will be shown Added highlight of non-electrified parts of the track when using electrification tool Added option to configure world grid step Added possibility to rename depots and labs Added hint for supporter (yellow) drivers, mayors, etc. Hitting F1 now will leave indicators on screen and hide other UI, to hide indicators too hit F1 again Clicking on the current research name in the Lab window will reveal the research in the tech tree Vehicle units which is not compatible with the current consist won't be hidden but instead grayed out with informative message You can now teleport to the passengers destination by clicking on their icon in the station window Passengers weight reduced from 1t to 150kg Hotkeys on loading screens are now reflect user changes to bindings Loading screens now show arbitrary messages instead of listing loaded assets If game fails to load to main menu because of a mod, the mod will be automatically disabled, and game will be restarted New asset load error window added providing extended info and actions based on context (like Verify files integrity or Go to Workshop page) Added debug console ( Ctrl + `) New red banner will be shown at the top of the screen on critical errors, clicking on it will open the console Improved windows auto-layout to prevent them from being partially obscured by other UI as much as possible FIXES Fixed coupling issues with DB ICE 3 and other MUs Fixed flipped engine with tender are displaying incorrectly Fixed task units can't be changed after other units were removed and task became locked to unexistant unit Fixed Plant trees tool always places only the first possible decoration for this biome Fixed game freezes when selling huge amount of vehicles at the same time Fixed modern vehicles can be sent or copied to tier 1 depots Fixed vehicles can be replaced to modern ones in tier 1 depots via mass replacement Fixed 0-sized buildings can be placed in closed regions M1 players: please give this build a try and let us know if there're memory leak problems or crashes MODDING You can now choose what pack to load in Asset Editor to significantly improve load times Added .category asset which is used by builder to categorize builings Decorations now can be animated Spot lights now can be rotated Added smokes support for trucks and buses Conveyor max length now can be set in asset Direction of devices inputs and outputs are now strictly set in assets Asset URIs are no longer case sensitive Fixed rare case where StorageNetworkBuilding siblings not marked dirty on built (thanks Nebruzias!) 0Harmony.dll updated to 2.2.2 Added Font Awesome 6 Unity updated to 2021.3.9
Just in case you wonder, the next update is just around the corner.
Progress on the update so far
Actually, the main issue that is blocking its release is an annoying bug in the version of Unity engine we are currently using. This bug completely breaks UI and there's no easy workaround known, so we have to wait until Unity guys fix it.
Good news are that they are aware of this issue and already working on a fix. We expected it to land during next two weeks.
Just as the fixed version of the engine become available, we'll be able to push the next update to the beta branch. Of course, we will let you know about it with a separate announcement. Stay tuned!
It's been a whole year already since the Voxel Tycoon arrived to the Steam Early Access. Wow! We remember that mix of excitement and fear boiling inside our souls on the day when we hit the Release button like it was yesterday. And we are not sure what of those feelings were prevailing at that moment! Fortunately, you liked what we've created. You gave us amazing reviews, bringing the Voxel Tycoon to the Very Positive overall review level. You wrote a ton of helpful feedback on our bug and suggestion trackers. You made guides and videos to help other players. You created lots of creative mods, expanding the game with new content and gameplay. You helped to make the Voxel Tycoon what it is today. Thank you very much for that However, our ride is far from over. There're a lot of things yet to be done on the way to the full release (aka 1.0). And we hope you will find it joyful to experience this adventure together with us.
M1 players: This build includes native M1 build - please let us know if it has memory problems or if it works at all
M1 players: please check this build and let us know if memory leak is still here Modding: Unity updated to 2021.3.0
M1 players: please check this build and let us know if memory leak is still here Modding: Unity updated to 2021.3.0
Starting from now, we'll go back to writing regular posts on what's going on with the Voxel Tycoon development. We hope this will make the development process more transparent for you. Thank you! At the moment, we are working on several things that will find their way to Voxel Tycoon over the next several updates.
Possible fix for the Mac M1 memory leak Modding: Unity updated to 2020.3.31
Possible fix for the Mac M1 memory leak - please let us know if it's fixed! Modding: Unity updated to 2020.3.31
An intermediate update has arrived, featuring some quality of life improvements, modding updates, and fixes!
Full changelog
Update 0.87 is finally here! Read the detailed introduction into whats new, or hop directly into the full changelog.
Improved replacement conflict resolution to cover more cases, like creating B->C replacement in addition to A->B will result in A->C, B->C replacements instead of just removing A->B Simplified replacements conflict dialog Fixed an error where infinite replace loop still could be created Reopen previously opened vehicle window after a vehicle was auto replaced Updated translations
Creating conflicting replacements is no longer possible - the dialog will be shown asking if the player wants to continue and automatically resolve conflicts Fixed trying to sell a vehicle which was replaced while sell dialog was still presented results in an error Updated translations
Reworked how vehicles are sent for replacement so please try to break it again, we believe in you! Replacement should now happen even faster and in a more reliable fashion Wrecked vehicles no longer count as pending replacement Disabled editing of already added replacements Vehicles stuck in very long traffic jams will not block replacement flow completely Cars and trains are now sent for replacement independently Modern vehicles no longer can be replaced in old depots Disabled vehicles horn while passing through a depot in the free roam mode Fixed rare case when train pathfinder ignores a one-way signal and then the train blocks the way at the signal Fixed vehicle replacement window cards flashing Updated translations
Added 75, 144, and 240 Target FPS options to settings Display amount of enabled mods in the mods tab text in the New game window Fixed translation % value takes strings from mods into account in-game Fixed scroll not working when the cursor is in-between cards in the City window on the Demands tab Updated translations
Replacement should go a bit faster now Fixed various errors when there's more than one replacement with the same consist and route Select all routes by default when creating a new replacement Fixed cargo stay visible after a vehicle enters a depot Updated translations Modding: Unity updated to 2020.3.24
Update 0.87 which brings mass vehicle replacement is now available on the beta branch!
Changelog:
Added mass vehicle replacement! Choose what kind of vehicles on what routes should be replaced, and let the game do the rest
Vehicles are properly going to depots now instead of just teleporting
Vehicle can be sent to the closest depot or to a depot of your choice
Also, there's an option to tow (teleport) a vehicle to a depot for a fee
City growth slowed down by 25 percent
Added Steam Cloud saves support
Space button now pauses the game by default (existing players might need to reset their key bindings)
Added a separate horn volume slider to the Settings
Analytics: Added button to Settings which opens personal data management page to see what data are collected or opt-out from collection
Fleet window: Added multi-select support with Shift or drag
Fixed wrong required population for industrial cities
Fixed Plant Trees Tool plants only one kind of biome trees
Fixed game fails to start if one of the saves is corrupted
Fixed Vehicle station window doesn't properly reflect when a serviced vehicle's route changed
Fixed invalid calculation of velocity on slopes in some cases
Fixed refitting a vehicle causes a "cash paid" sound, even though it's free
Fixed rare issue where storage buildings keep interacting even if they are disconnected in UI
Modding: Fixed .road assets ignore Hidden flag
Modding: Added WorldGeneratorManager which allows swapping the vanilla worldgen with custom IWorldGenerator implementation
Modding: Fixed AssetHandlerImportCompleted callback was not called for the last asset handler
Modding: Fixed mods do not always load in the alphabetical order
Modding: 0Harmony.dll updated to the latest version
Modding: Unity updated to 2020.3.23
Spooky sneak peek of what's coming in the next update
We are aware that many of you wonder if the next update is still in the works. And it is!
We dont have the date for it yet, but it should not take too long at this point. The update will be focused on the mass vehicle replacement, and this feature already took more time than it was originally expected - thats why we avoid giving any dates until we are completely sure we can meet them.
Partially, the delay is caused by our work in direction of expanding our team. This process is not easy (who would have thought!), and it grabs some of our resources from the development. Essentially, the current update is longer in development because we want to make a foundation for quicker development of future updates.
Anyways, the update will hit the beta branch soon, and you can actually see part of its functionality in the video above.
And of course, its the perfect time to resurrect the FREE official Voxel Tycoon spin-off called Railroad to Hell 3. Take a death ride and share your top scores!
Happy Halloween and see you next time
Hello fellow tycoons! If you wonder how things are going on with the development of the game right now, this post is for you.
The next big feature we are working on is the rework of rail and road systems. It is a huge task and its results wont be available to testers for a few more updates. Please be patient on that, we want to make everything right this time so we dont need to remake it for the 5th time
Of course, it would be too long time to wait before this update will be released. So, we continue to work on other updates and plan to release them on regular basis. For example, the next update adds - and many of you already guessed it - the highly requested vehicle auto-replacement functionality.
However, those of you who follow the development closely (like our beta testers) might have noticed that the update pace has slowed down a bit. Some of you might even think that the game is abandoned but not so fast!
We just took a little summer vacation after 5 years of work on the game. This mostly involved not laying on the beach but finally completing some overdue personal business.
Remember this incident? The time has come to remove the plate from Andrews shoulder, and now its done! It had to be removed earlier, but we couldnt just take our dedication from the Early Access release.
Another thing we did is moving to other cities. It was planned some time ago and it finally happened. Its still two different cities, so we continue to work remotely.
Now, as we finished these real-life things, we are ready to get back to work. The pace of updates will speed up soon. Also, we are looking for a possibility of expanding our team with more developers to speed up the development even further. Cant share anything on that at the moment, but hopefully, everything will work out.
What we know for sure is that we are not going anywhere, and the future of Voxel Tycoon is bright. At the moment of writing, the game has 85% of positive reviews on Steam. We cant stop thank you people for such a warm welcome of Voxel Tycoon. It means a lot to us
And its worth mentioning that by no means do we think Voxel Tycoon is close to being done. Theres a ton of work ahead, and we absolutely inspired to make these plans a reality, together with you!
While we keep working on new features - such as mass vehicle replacement - there's a new intermediate update featuring a bunch of quality-of-life improvements and fixes.
Full changelog
We invite you to join the new Beta Branch! If you want to be on the edge of the Voxel Tycoon development, and be able to provide feedback quickly directly to the devs, then thats for you.
Learn how to join!
First of all, we thank you from the bottom of our hearts Without you, our little project wouldnt be possible. You supported us in the pre-alpha stage, you support us now with the Early Access, and we hope to see you later with the full release in the coming years.
Thank you! And we really mean it.
Of course, the development is nowhere stops with the Early Acess release, and were already working on the next update.
In the meantime, weve been a bit overwhelmed with the amount of feedback that poured on us on every channel, from Discord to Steam Discussions. It was literally impossible for us to answer every question and suggestion, so we decided to compile the most frequent issues into one FAQ, which you can read below.
We also want to thank anyone who spent their time answering questions and helping people here and there. Special thanks go to scailman, refreshfr, Elvis Cooper, and UGH Dany.
We still can't believe this but the game is really coming to Steam Early Access on April 15th. And here's the full - pretty huge - changelog for this update (compared to the Itch version aka 0.84.1).
Enjoy!
https://voxeltycoon.xyz/changelog
Voxel Tycoon is coming to Steam Early Access on April 15. For real. And it includes the 0.85 update, which brings passengers, logistic improvements, and more. Yay! Check the new trailer: [previewyoutube=4nRBNl_jACw;full][/previewyoutube]
This is the third installment of the series of posts where we cover the new features and changes the upcoming 0.85 (aka Steam Early Access) update delivers to Voxel Tycoon:
With 0.85, the Vehicle Window receives a huge facelift.
Some changes are already obvious, but lets switch to Edit mode and see what it reveals.
With the 0.85 update (aka Steam Early Access release) coming real soon, we want to introduce to you what it brings to the table. This devlog entry will be the first in a series where we cover the new features and changes this update delivers to Voxel Tycoon.
Hello fellow tycoons! The time for a new state-of-things report has come.
Do you remember that pretty unreadable changelog we shared a month ago in the previous post? It summarizes all the changes from 0.84 (Itch version) to the point when closed beta started:
Since then, weve added a few more changes to it:
As you can see, its still unreadable (on purpose, as usual). However, theres one thing we cant hide from you:
Yep, weve reached a new milestone: Steam Workshop integration is fully completed! We cant wait to get you all on board so you can explore the community-made content in a convenient way, and even share your own creations with ease.
This also means that we have only one major task left before going to Steam EA - the tutorial. Of course, theres a bunch of fixes, tweaks, and balance tuning still required here and there, but we finally started to see the light at the end of the tunnel. And thats good.
Thats it for today. Well keep you informed about hows progress is going, and see you next time!
[url=https://voxeltycoon.xyz/assets/oof/2020-12-20_14-53-28.png]
Courtesy of meinroman, featuring custom modded rails and cars
Not only for the whole world experiencing a global pandemic but also for us - an indie team of two guys doing our best to ship our precious game to the broader audience.
Since we made Pre-Alpha available for everyone interested we have released 14 free major updates, improving the game in every aspect. Then, we took a pause to work on the biggest update weve ever made - an update that will bring the game into Steam Early Access.
You know how this major milestone is important for Voxel Tycoons future development. We just cant afford to rush it - but at the same time, we still cant work in a relaxed manner since we know how bad you want to play it. Believe us, theres no such day when we go to sleep without thinking of what well do tomorrow to bring Voxel Tycoon closer to the EA release.
Even those of you who bought the Pre-Alpha access (thank you!) still patiently waiting for the new update, which - by the way - will bring:
Before getting you straight to beautiful shots of the heavily modded game made by our community members playing Pre-Alpha, there's a quick state of development report:
[quote]No ETA on the Steam EA yet, but we are working hard to deliver as soon as possible. A lot of things should be done right, such as a tutorial, Steam Workshop integration, and passenger transportation. We can't fail with the Steam EA launch, so we take our time.[/quote]
Now, enjoy the awesome community work!
Bullet train from Japan by Fredrik Leftin
Po Valley by Fredrik Leftin
Alpine viaducts by Fredrik Leftin
Shot by fevtin
LArrive dun train en gare de la Ciotat by fevtin
Sulfur mine by Fredrik Leftin
Shot by lui
Shot by lui
The Nevada desert by Fredrik Leftin
Canyon Valley by Fredrik Leftin
Scottish line by Fredrik Leftin
Egyptian settlement by Fredrik Leftin
Transalpine line by Fredrik Leftin
Meanwhile in Alaska... by Fredrik Leftin
Country freight yard by Fredrik Leftin
Coal mine yard by Fredrik Leftin
That's it for today!
Join our Discord Server, follow us on your favorite social media to keep up to date, and don't forget to add the game to wishlist on Steam!
Also, you can donate to Voxel Tycoon and get into the game credits!
As you may already know, Voxel Tycoon is just one update away from hitting Steam Early Access. And this time, we mean it!
This will differ quite a bit from our usual updates, though. A successful Steam launch is crucial for VTs future development, so we cant afford to rush it.
Besides many quality of life improvements in preparation for Steam, VT will now feature a brand new game mechanic - passenger transportation! This involves many changes and lots of new content, like the new vehicles and stations that will be unlocked with research.
Therere some other things up our sleeves as well, such as Steam Workshop integration, and some other unannounced changes and improvements. All of this is bringing the update far past its original scale.
Its hard to believe that - after four years of development - we are finally standing at the gate of Steam Early Access. But its true!
Our focus is now shifted from updating the current version that is available on Itch (called Pre-Alpha) to finishing features that separate us from bringing the game to Steam Early Access (we call that stage the Alpha).
We already briefly announced our plans with the release of 0.80 version of the game, stating that was the last update before the game is available on Steam.
However, we dont want to completely exclude you - our beloved players and modders - from getting your hands on the new features for the whole period while well be busy working on bringing the Alpha to Steam.
Hey!
You may have noticed that the pace of updates has declined recently. Just after the release of pre-alpha, we worked on eliminating the most critical shortcomings that significantly interfered with playing. But now we are ready to deal with bigger updates and adding more and more new content.
For example, we are currently working on passenger transportation and mass vehicle management. Of course, the larger the update, the more time it takes to prepare it.
Initially, we planned to release a new update with mass vehicle management at the end of this month. But, unfortunately, the plan did not work - one of the developers seriously injured his hand and therefore underwent surgery. He is already recovering, but the update release had to be postponed.
It hurts
But dont worry! This is a temporary hitch that will not interfere with our long-term development plans for Voxel Tycoon.
Sadly, we had no time to prepare something special for this Halloween. Anyways, please take a look at how we celebrated it in previous years especially 2018, where weve introduced the official spinoff to Voxel Tycoon, which is available to play now!
In order to keep you always informed about our both short-term and long-term plans, we're publishing the new Voxel Tycoon Roadmap.
Great news everyone! Official wiki is finally here: voxeltycoon.gamepedia.com
Feel free to start editing or add new articles right now! Any help will be really appreciated.
This is a last round of testing before the game reaches Steam Early Access later this year.
Don't forget that you'll receive a Steam key for free if you participate in the Pre-Alpha.
Thank you!
GET PRE-ALPHA NOW!
We have exciting news to share: Voxel Tycoon Pre-Alpha will be available on itch.io on June 28th, this year for $19.99!
Steam key included after the game hits Early Access, as well as a special place in the credits for the most active pre-alpha players.
Hurray!
Get a sneak peek of how is the preparation for open pre-alpha going on this secret page where we post info about each game update and changes: voxeltycoon.xyz/changelog
Bonus: a fly-by recorded with newly added Cinematic Camera.
Last time, we covered the games economy. Today we will be looking at another core building block of Voxel Tycoon: Factories!
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Its been a while since the last blog we posted, and thats because we have been working very hard and simply couldnt find a time to write any posts. The reason we have been working so hard is that the first public pre-alpha is very close and we are making sure everything is ready. So we thought we would walk you through the different core features of the game, so you are ready when it launches. And thats what we will be doing in the upcoming blog posts.
First off, well take a brief look at the economic system, which has undergone quite a few changes since we last mentioned it.
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Quite a lot of stuff has happened since our last post. Heres a quick recap of recent events.
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Voxel Tycoon team proudly presents - first ever in history - an official release of the spin-off to an unreleased game.
Please welcome Voxel Tycoon: Railroad to Hell 3! Defend the train on its road to redemption in the beautiful world that survived the devastating war and now filled with monsters who have the only one purpose: to kill!
http://voxeltycoon.xyz/railroad-to-hell
New post on the site, please check: http://voxeltycoon.xyz/railway-electrification
Hey guys! We've just posted a new episode from the most anticipated series called "Our progress so far". Please check it out: http://voxeltycoon.xyz/saturday-night
If youve been following the development of VT for some time, you may notice that our estimated release date has changed several times. It was never an exact date, but regardless, we didnt meet them. From that, a reasonable question arises - why is that? And whats taking so long? [quote] An estimated alpha release date is 2018 at the moment. [/quote]
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