Name | Voxel Tycoon | ||
Developer | Voxel Tycoon | ||
Publisher | Voxel Tycoon | ||
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Release | 2021-04-15 | ||
Steam | € £ $ / % | ||
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Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Mostly Positive | ||
Steam store | |||
Public Linux depots | Voxel Tycoon Linux [476.18 M] |
IMPROVEMENTS
FIXES
MODDING
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GAMEPLAY
IMPROVEMENTS
FIXES
MODDING
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GAMEPLAY |
IMPROVEMENTS |
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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 |
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! |
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!) |
Introducing Custom Rules! When starting a new game, you can apply custom rules to your new world, including Infinite Resources, or even Unlimited Money! |
Enhanced support for non-QWERTY keyboard layouts (thanks refreshfr for the heads up!) |
Added brand new Tier 1 and Tier 2 mail rail cars |
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 |
Vehicles can now have more than one color scheme |
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 |
[h3]IMPROVEMENTS[/h3] |
Increased maximum length limit for route names |
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 |
Fixed an issue where passengers do not board vehicle in some cases |
Fixed an issue where passengers do not board vehicle in some cases |
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Added support for software cursor (#1000) |
Fixed an issue where passengers won't board a vehicle at first run after visiting a depot |
You can now add buildings to favorites in the builder palette to keep them always on top |
Increased passengers/mail transfer fee by 25% |
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 |
Passengers now will skip boarding a vehicle when it's going away from their desired destination |
Updated passenger/mail tooltip layout: now it groups items by destination and highlights if a destination could not be reached |
Fixed NullReferenceException introduced with the previous update |
Passengers now can switch transport and even transport modes on their way to the desired destination! |
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 |
The 0.87.2 update has just landed! It brings plenty of quality-of-life improvements and fixes to the table. |
Fixed stations appear as destroyed in UI in some cases (https://github.com/voxeltycoon/issues/issues/983) |
GAMEPLAY |
Just in case you wonder, the next update is just around the corner. |
It's been a whole year already since the Voxel Tycoon arrived to the Steam Early Access. |
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 |
M1 players: please check this build and let us know if memory leak is still here |
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! |
Possible fix for the Mac M1 memory leak |
Possible fix for the Mac M1 memory leak - please let us know if it's fixed! |
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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 |
Creating conflicting replacements is no longer possible - the dialog will be shown asking if the player wants to continue and automatically resolve conflicts |
Reworked how vehicles are sent for replacement so please try to break it again, we believe in you! |
Added 75, 144, and 240 Target FPS options to settings |
Replacement should go a bit faster now |
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[h2]Development[/h2] [h3]How many people on the team?[/h3] The game is developed by just two guys. But we cant fail to mention the important role of our community volunteers helping us with content for the game, translations, moderations, writing guides, and more! [h3]Can you say if some feature is planned?[/h3] Please take a look at our roadmap to get the idea of what major features are planned and in what order we plan to implement them. [h3]Can I participate in the early beta of the next updates?[/h3] Sure! Well set up a beta branch on Steam soon, so everyone interested can receive future updates early and give us immediate feedback. [h3]Where to report bugs or suggest ideas?[/h3]Before posting, please check the roadmap if the feature you want to suggest already planned and check on GitHub if its already posted. [h2]Gameplay[/h2] [h3]I have hard times building bridges, connecting roads, etc.[/h3] We feel you! The current system - which is responsible for roads, rails, bridges, conveyors, etc - was originally introduced in the early days of the pre-alpha, and it was 3rd attempt on building tracks already from the moment development begins. While it was time-proven as a working solution for handling most of the tasks, it obviously has its limitations and can be cumbersome to use at times. To address that, we are working on a new system, that eventually will replace the current one. Not only it should make building a much more pleasant experience, but introduce many new interesting features, like so:
[h3]Why are there no level crossings?[/h3] See the answer above. [h3]I think the signals are working wrong![/h3] Signals are battle-tested for a couple of years already, so we are pretty confident there are no major bugs. The Voxel Tycoon using an implementation called block signals, which may the source of confusion for players who are more familiar with other implementations. Therere two common issues that unprepared player might face:
Also, dont hesistate to ask for help on the Discord. While the current system is fully functional, it has some limitation, and well continue to explore this area in the future and see if we can bring even more flexible ways to control the flow of your trains. [h3]Mass replacing of vehicles is a hassle[/h3] Well introduce mass replacing of vehicles in one of the next updates [h3]Cities build impossible to connect roads[/h3] This will be worked on after the track system rework described earlier. [h3]Is the current gameplay loop is final?[/h3] Not even close! We have plans for a lot of new gameplay mechanics that will greatly diversify the gameplay. Please check our roadmap. [h3]My trucks get loaded with cargo that is not supposed for them![/h3] By default, trucks (or railcars) get loaded with any available cargo they can handle. However, you can force them to load only specific cargo by doing one of these:
You can also add refit tasks to a vehicles schedule to reconfigure it for different cargo on different stations. With the next update, well introduce the next changes to help newcomers:
[h3]Will passengers able to switch stations in the future?[/h3] Absolutely! The current implementation is just a beginning. [h3]Will passengers travel to factories?[/h3] Yes, we have plans for that. [h3]Can I set a schedule that way that my bus traverse stations like 1-2-3-2-1, without the need to add all five stops?[/h3] Sure! Go to edit schedule mode, then click on the icon on the left of the route name. [h3]Are there any more hidden features related to setting up a schedule?[/h3] Check these posts: [h3]Where is a creative mode?[/h3] Theres no separate creative mode at the moment, but you can use some cheats if you just want to play with all available stuff right now, ignoring game rules. To activate cheats, press Ctrl+Alt+C while in-game (not the main menu). The game will ask you if you really want to do that. After the cheats activated therere some secret menus will be added here and there, for example:
We plan to add the proper creative mode in future updates. [h3]When the multiplayer is coming?[/h3] No timeframe at this point, this is a pretty major task that is at its early stages currently. Wed say dont expect it arrives this year. If youre looking exclusively for a multiplayer experience, we advise you to hold your purchase until it will be implemented. [h2]Thats it for now[/h2] If you have any more questions, feel free to join our Discord and ask them there! https://store.steampowered.com/app/732050/Voxel_Tycoon/ |
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Voxel Tycoon is coming to Steam Early Access on April 15. For real. |
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: In every house in the city, there are people living! And they dont just sit tight in their flats but have a desire to commute to other places and eventually get back. Now, its your responsibility to enable them to reach their destinations. And theres a whole new fleet of vehicles specific to transferring passengers ready to help, from buses to passenger rail cars to hi-end multiple-unit shuttle trains! After you build a station in a city, hop into its window to see passengers that would like to take a ride from that station and where they want to go. Back and forth traverse mode A usual passenger route often goes through many stops in one city where a bus collects all the available passengers, and then they are transferred to many stops in the other city. Then the same has to be repeated backward. This results in massive schedules with many stops repeated which is a bit cumbersome to set up and maintain. To address this, weve introduced alternative schedule traverse order, called Back and Forth. When its enabled, a vehicle will traverse from the top of the schedule to the bottom and then back, resulting in a much more compact list of orders with the same functionality. Same schedule with default traverse order vs Back and forth: Shuttle trains Shuttle trains are trains that have driving cabs on both sides, and that allows them to move on both sides at full speed without changing their direction on stations. This feature was already introduced in one of the previous updates, but it didnt have many applications before. Now, with passenger trains added, and especially in conjunction with back and forth schedules, shuttle trains allow to build more clean and effective designs. City Window update Weve completely reworked the city window for 0.85. You can now see the state of all aspects of the citys well-being, including the new passenger card. Not to mention, it has a new look which is in line with other game windows now. City specialization Another thing that you can notice from the City Window is the city type. From 0.85, each city will have one of these types: industrial, tourist, or mixed. Industrial cities depend more on supplying stores and industries for rapid growth, with passenger transportation still contributing but to a lesser extent. Tourist cities, in contradiction, more dependent on the coverage by passenger transport and passenger satisfaction. Mixed cities depend on both of these aspects equally. Auto-demolish and auto-level To make placing stations easier in the dense city environment, weve enabled auto-demolish when youre building them. Keep in mind that demolishing city buildings still costs money (a lot), so plan carefully! Another feature is auto-level - it will help you to place a building in a bumpy environment - but again, for your Community spotlight An amazing design of a non-blocking intersection by refreshfr: Mountain branch line by Fredrik Leftin: Cant wait for your feedback Thats just our first attempt at how we see passengers. We plan to iterate on them during the Early Access: for example, in the short-term, we want to teach passengers to switch vehicles and even modes so you could build more sophisticated and interesting routes. We cant wait to get your hands on the 0.85 update and hear your thoughts. Oh, and we have something to announce soon, so stick around! https://store.steampowered.com/app/732050/Voxel_Tycoon/ |
With 0.85, the Vehicle Window receives a huge facelift.
Waypoints Sometimes the automatic pathfinding doesnt suit your needs, and you might want to direct your vehicles through the exact locations of your network. Previously, this involved building expensive and space-consuming intermediate stations. Now, theres a new kind of station at your disposal, the only purpose of which is to serve as a waypoint. Its cheap and takes no extra space! Also, previously, a vehicle arriving at a station always performed a complete stop even its intended to just pass through it. A lot of precious time and power were wasted as a result. But no more! When adding a stop to your schedule, just choose a preset called Waypoint. This way, a vehicle will pass the destination without any delay. You can also force this behavior manually in the new picker at the interface of the stop. Both special waypoint stations and regular stations could be set up as waypoints. Route management improvements While we dont have a full-featured route management window yet, weve made some improvements to the current route picker. The first thing youll notice is that the color of the route is now more readable, but theres more. From the new three-dots menu, you can now see a list of all the vehicles attached to the exact route. Also, removing the last vehicle from a route no longer automatically removes a route, so you can be sure your precisely set orders wont be lost. To remove the routes no longer needed, use the three-dots menu in the route picker. And the last related improvement allows you to remove a vehicle from a route, but keep its schedule. Cloning routes now will be a bit easier. Vehicle Details tab facelift The Details tab of the Vehicle Window received a facelift too, and now has a more modern look that is in line with the other windows in the game. Bonus Wagon sorting yard by Fredrik Leftin Thats it for today! Stay tuned for the next post to discover what to expect from the next major milestone for Voxel Tycoon and the whole community! https://store.steampowered.com/app/732050/Voxel_Tycoon/ |
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. |
Hello fellow tycoons! The time for a new state-of-things report has come. |
and many other changes! Closed beta testing of the update is already undergoing, we mostly finished new game mechanics at this point and most of UI (fun fact: making good UI takes a lot of time on its own). While we definitely not going to make it before the new year (sorry), we are confident to say that the waiting is coming to the end. Intentionally unreadable sneak peek of the changelog for the version currently in testing compared to Pre-Alpha: [expand type=details] [/expand] We cant thank you enough for believing in us and being with us in such important moments, and in return, we work really hard to not disappoint you. That being said, we wish you happy holidays with your family and friends, and we hope to see you soon! Cheers! Bonus Our regular in-game photograph Fredrik Leftin cant help but surprise us and the community every time he prepares stunning shots from the carefully crafted sceneries. This time, he prepared something special - an entire scenery of a railway terminal from different points of view and even from different epochs! Enjoy. [h2]Modern age[/h2] [h2]Steam age[/h2] List of mods used:
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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: 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. 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! |
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Hey! |
In order to keep you always informed about our both short-term and long-term plans, we're publishing the new Voxel Tycoon Roadmap. |
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https://voxeltycoon.xyz/countdown |
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 |
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New post on the site, please check: http://voxeltycoon.xyz/railway-electrification |
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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?
The bright side of Indie We are an independent developer. This means we are free to work on the game in the way we feel will be better for Voxel Tycoon and our future players. This also means we have no strict deadlines, and thus can continue polishing things without sacrificing quality. This exact method resulted in all the stuff weve done already and you found interesting when joining our ever-growing community. When we see something not quite fit our level of quality, we may return to that feature and work more on it until were satisfied with it. This is the main reason why our estimated deadlines are not met. With all of that aside, we do have a strong motivation to release Voxel Tycoon alpha as soon as possible. The day when you can finally play the game, and when we find out what we did right and wrong, is the most important day for us. In the end, we are just balancing these aspects quality, and release. A few words about the team As some of you may know, there are just two guys working on the game, full time, 7 days per week without holidays. In the beginning, we worked remotely, but in April we gathered our equipment in one room where we set up an improvised office. Whats left to do? The most important things that arent done yet are as follows: Under active development
Still in concept stage
Whats already done? Everything that needed to make the game basically playable except listed above. Of course, theres a lot of things will be tuned here and there, but nothing that major that can move release for months. Whats in development right now? Maxim is improving the user experience of laying out roads, rails, and conveyors as we feel previous implementations were too hard to use without outbursts of rage. Andrew is working on the final implementation of the modular stations (or hubs) concept, which defines how stations, cities, storage facilities, and factories interact with each other. If you havent yet, we invite you to join our Discord community where you can talk to us, or just see what were up to. Why are there so few gameplay videos out at the moment? There are two reasons for this. First, as the game is in a very active state of development, it gets broken over and over again as we change features. And second, even more important as you read before, many parts of the game go through many iterations. Anything we show in a video could (and probably would) change before the game makes it to alpha release. We simply dont want to misinform you. Release flow A month or so before the release, we will run a closed beta test with some trusted community members.
Around the same time, well start to publish a lot more gameplay footage, as well as sending the game to our press contacts. Youll definitely get a final idea of what to expect from the game before buying it. Its at that moment when we will probably post a final, solid release date. Thank you! Big thanks for your support, guys. Special appreciation goes to the kind folks who donate their money to us, not expecting anything in exchange. Especially our Patrons you rock! This is an incredible journey for us, and we hope were making it fun enough for you as well. |