Voxel Tycoon - a tycoon strategy game about transportation, factories, and mining in beautiful voxel landscapes.
Inspired by the most notable transport games in history, expanded with all-new features never before seen in the genre.
Plan detailed, sophisticated rail networks with vast modular terminals and flexible scheduling. Free-form bridging and tunneling, along with a full signaling system, allow you complete freedom to build and expand your business.
Renewable resources, like forestry and water, are also subjects of interest.
Don't forget that your factories will need energy to operate, too! This can be supplied by building generating stations and power lines, or simply connecting to local utilities and purchasing electricity.
The world is endless, so you’ll never run out of space. And space isn't just on the surface - you can explore, dig through (or just blow up) every single voxel, all the way down to bedrock.
For the most successful tycoons, we include full-featured terraforming: turn the world into exactly what you want, all according to your perfect plan!
Growth of a city doesn't simply increase the quantity of goods required - higher stages of development will move away from the basics, requiring more complex and expensive products.
Inspired by the most notable transport games in history, expanded with all-new features never before seen in the genre.
Trains and Rail Networks
Rent or buy rail equipment, choosing from dozens of available locomotives and railcars. Couple up consists in any combination, just the way you like, with no limits - provided the locomotives can pull it!Plan detailed, sophisticated rail networks with vast modular terminals and flexible scheduling. Free-form bridging and tunneling, along with a full signaling system, allow you complete freedom to build and expand your business.
Not By Rail Alone
Use trucks and buses to move passengers and cargo short distances. Take commuters around busy city streets, making connections at train stations for long distance travel, or deliver goods by truck from a rail terminal directly to consumers for extra profit.More to Come!
We are committed to adding more features and modes of transport during Early Access, such as ships and aircraft, and infrastructure to accommodate them. Other features will also be added for existing modes, including something never seen before in a tycoon game: fully functional railway shunting yards!Mining and Processing
Automate surface and underground mining with open pits or mine shafts, then process the raw materials using crushers, furnaces, refineries and other machinery.Renewable resources, like forestry and water, are also subjects of interest.
Manage Local Logistics
Complex production chains require complex logistics! Design unique factories of your very own by connecting machinery, buildings and storage facilities with conveyor belts and pipe networks.Don't forget that your factories will need energy to operate, too! This can be supplied by building generating stations and power lines, or simply connecting to local utilities and purchasing electricity.
Research New Technologies
Fund and supply research of new technologies, unlocking new buildings, blueprints and vehicles, or upgrades for existing ones.Infinite World
Explore an unlimited, procedurally-generated world filled with unique biomes and stunning vistas. Prospect for rare resources and opportunities, and find new cities to develop.The world is endless, so you’ll never run out of space. And space isn't just on the surface - you can explore, dig through (or just blow up) every single voxel, all the way down to bedrock.
For the most successful tycoons, we include full-featured terraforming: turn the world into exactly what you want, all according to your perfect plan!
Supply Cities' Needs
Every city has its own needs, which you can fulfill to kick-start growth. The bigger a city gets, the more consumers and passengers move in, meaning more potential profit!Growth of a city doesn't simply increase the quantity of goods required - higher stages of development will move away from the basics, requiring more complex and expensive products.
Passengers are Important, Too!
Don’t just focus all of your efforts on freight - people have destinations to get to as well! Manage passenger flow between cities, and don't forget to treat them with care - different passengers are all heading to different places, and have different comfort preferences.Moddable from Day One
Voxel Tycoon is developed with rich extensibility in mind. A lot of aspects can be modded: from changing existing config files to adding new vehicles and buildings, to writing custom logic using our C# API.Workshop Support
We support Steam Workshop as the easiest way to deliver plenty of community made mods to you.
Development Update: Rails and Roads Rework
\n\nFor those who joined us recently, its worth explaining why this rework is happening at all.\n\nThe original rails and roads systems quickly reached their limits, to the point where adding things like level crossings, more complex intersections, or multi-lane traffic would have meant piling more special cases and compromises on top of an already stretched, but quite rigid foundation.\n\nRRR is about rebuilding these systems properly so rails, roads, and related infrastructure (such as conveyors and pipes) interact consistently, scale better, and support features that were either impossible or extremely fragile before.\n\nThis is not a set of incremental tweaks on top of the existing systems. Its a full rework, which means that many of the current rails and roads features have to be carefully migrated and adapted to the new foundations rather than simply extended in place.\n\nIn terms of complexity, this puts us in the same problem space as large transport and city-building games, particularly when it comes to procedural geometry and systemic interactions between networks. At the same time, Voxel Tycoon has an additional constraint: everything is tightly bound to a grid. Making systems of this complexity work reliably within those limits is a significant technical challenge, and a big part of why this rework takes time.\n\nIts also worth saying that Voxel Tycoon was our first game of this scale. With the knowledge and experience we had at the time, building a system like this simply wasnt realistic. Over the years, weve gained a lot of experience and important insights, and this rework is the result of that growth.\n\nIts a necessary rebuild that gives the game a much stronger base for the future.\n\n
\n\nLevel crossings have been one of the most requested features for a long time, and their absence has been a major pain point for many players.\n\nThey are now part of the new road system. This includes proper interaction between roads and rails, correct geometry, and a foundation for barriers. The remaining work is mostly about behavior in particular, making vehicles reliably stop at barriers and perform their primary function of preventing accidents at crossings.\n\nNote that level crossings are not meant to provide absolute safety. If you need full separation and guaranteed safety, tunnels and bridges remain the best solution. The good news is that the new system makes these options more flexible as well including support for branching inside tunnels.\n\nTheres still work ahead, but level crossings are no longer a distant someday feature and are now part of the core system being developed for the upcoming update.\n\n
\n\nOne-way roads are now supported and allow players to control traffic flows much more precisely. This makes it easier to design efficient layouts, reduce congestion, and guide vehicles where theyre actually needed.\n\n
\n\nSupport for multi-lane roads is now part of the underlying system. Were still not fully sure in what form or even whether multi-lane roads will make it into the base game, but having this support gives us much more flexibility going forward. It has also allowed us to actively test the limits of the new system and better understand how far it can be pushed.\n\n
\n\nThe new junction system supports fully procedural junctions at arbitrary angles technically anywhere within 360 degrees, not just a fixed set of directions. In practice, intersections in the game follow the grid, so players normally build junctions at 90 or 45. At the same time, supporting arbitrary angles is necessary to handle more complex layouts and edge cases internally.\n\n
\n\nThis flexibility makes it possible to support some fairly unusual combinations for example, rails crossing over conveyors while still behaving in a clean and consistent way.\n\n
\n\nLane markings, poles, and other road details are being integrated directly into the system instead of being separate hacks. These elements now follow the same rules as the roads themselves, align correctly with geometry, and adapt automatically to different layouts. This improves visual consistency and makes it much easier to extend and refine road visuals in the future without adding special cases.\n\n
\n\nWith the new system in place, supporting pipes becomes largely trivial from a technical standpoint. They can be generated properly, bend smoothly, and integrate naturally with the rest of the infrastructure. This finally opens the door to entirely new mechanics, such as working with liquids.\n\n
\n\nA common source of frustration in the current version of the game has been problems with connecting different road segments in clean and predictable ways. This was a direct consequence of how rigid the old road system was. The new system eliminates this class of issues by design, allowing different road pieces and intersections to connect cleanly and predictably including support for the infamous one-tile shifts that were previously impossible.\n\n
\n\nIt also makes it possible to connect different types of roads together in a consistent and reliable way, something that was very hard to achieve with the old system.\n\n
\n\n
\n\nAs the year comes to an end, we wanted to share the current state of the Rails and Roads Rework and what it enables going forward.\n\nBelow is a look at some of the things currently coming together. Some important pieces have finally clicked, which lets us move forward with much more confidence.\n\n
Why the Rails and Roads Rework exists
\n\n
\n\nFor those who joined us recently, its worth explaining why this rework is happening at all.\n\nThe original rails and roads systems quickly reached their limits, to the point where adding things like level crossings, more complex intersections, or multi-lane traffic would have meant piling more special cases and compromises on top of an already stretched, but quite rigid foundation.\n\nRRR is about rebuilding these systems properly so rails, roads, and related infrastructure (such as conveyors and pipes) interact consistently, scale better, and support features that were either impossible or extremely fragile before.\n\nThis is not a set of incremental tweaks on top of the existing systems. Its a full rework, which means that many of the current rails and roads features have to be carefully migrated and adapted to the new foundations rather than simply extended in place.\n\nIn terms of complexity, this puts us in the same problem space as large transport and city-building games, particularly when it comes to procedural geometry and systemic interactions between networks. At the same time, Voxel Tycoon has an additional constraint: everything is tightly bound to a grid. Making systems of this complexity work reliably within those limits is a significant technical challenge, and a big part of why this rework takes time.\n\nIts also worth saying that Voxel Tycoon was our first game of this scale. With the knowledge and experience we had at the time, building a system like this simply wasnt realistic. Over the years, weve gained a lot of experience and important insights, and this rework is the result of that growth.\n\nIts a necessary rebuild that gives the game a much stronger base for the future.\n\nNew road foundations
\n\nThe new road system is far more flexible under the hood. It supports more complex layouts and gives us room to expand without hacks and limitations weve been fighting before.\n\nThis foundation is what makes all of the features below possible.\n\nLevel crossings
\n\n
\n\nLevel crossings have been one of the most requested features for a long time, and their absence has been a major pain point for many players.\n\nThey are now part of the new road system. This includes proper interaction between roads and rails, correct geometry, and a foundation for barriers. The remaining work is mostly about behavior in particular, making vehicles reliably stop at barriers and perform their primary function of preventing accidents at crossings.\n\nNote that level crossings are not meant to provide absolute safety. If you need full separation and guaranteed safety, tunnels and bridges remain the best solution. The good news is that the new system makes these options more flexible as well including support for branching inside tunnels.\n\nTheres still work ahead, but level crossings are no longer a distant someday feature and are now part of the core system being developed for the upcoming update.\n\nOne-way roads
\n\n
\n\nOne-way roads are now supported and allow players to control traffic flows much more precisely. This makes it easier to design efficient layouts, reduce congestion, and guide vehicles where theyre actually needed.\n\nMulti-lane roads
\n\n
\n\nSupport for multi-lane roads is now part of the underlying system. Were still not fully sure in what form or even whether multi-lane roads will make it into the base game, but having this support gives us much more flexibility going forward. It has also allowed us to actively test the limits of the new system and better understand how far it can be pushed.\n\nJunctions and crossings
\n\n
\n\nThe new junction system supports fully procedural junctions at arbitrary angles technically anywhere within 360 degrees, not just a fixed set of directions. In practice, intersections in the game follow the grid, so players normally build junctions at 90 or 45. At the same time, supporting arbitrary angles is necessary to handle more complex layouts and edge cases internally.\n\n
\n\nThis flexibility makes it possible to support some fairly unusual combinations for example, rails crossing over conveyors while still behaving in a clean and consistent way.\n\nRoad details: markings, poles, structure
\n\n
\n\nLane markings, poles, and other road details are being integrated directly into the system instead of being separate hacks. These elements now follow the same rules as the roads themselves, align correctly with geometry, and adapt automatically to different layouts. This improves visual consistency and makes it much easier to extend and refine road visuals in the future without adding special cases.\n\nPipes and fluid systems
\n\n
\n\nWith the new system in place, supporting pipes becomes largely trivial from a technical standpoint. They can be generated properly, bend smoothly, and integrate naturally with the rest of the infrastructure. This finally opens the door to entirely new mechanics, such as working with liquids.\n\nRoad connectivity
\n\n
\n\nA common source of frustration in the current version of the game has been problems with connecting different road segments in clean and predictable ways. This was a direct consequence of how rigid the old road system was. The new system eliminates this class of issues by design, allowing different road pieces and intersections to connect cleanly and predictably including support for the infamous one-tile shifts that were previously impossible.\n\n
\n\nIt also makes it possible to connect different types of roads together in a consistent and reliable way, something that was very hard to achieve with the old system.\n\n
\n\nWhats next
\n\nSome things have finally started working the way they should, and thats a big milestone for us. At the same time, theres still a lot left to do before all of this is ready to ship as an update.\n\nWe know the update cadence has been slower than many of you expected, but this approach is very much in line with how weve always worked on Voxel Tycoon. We prefer a steady, deliberate pace and are willing to revisit and rebuild core systems when needed, so that what we put in place can hold up for years even if that means progress feels slow from the outside.\n\nAt this stage, the new system exists alongside the old one. Most of the remaining work is about technical refinement and carefully migrating existing behavior from the old system to the new one. This includes vehicle behavior on top of the new systems, handling edge cases in complex layouts, and making sure everything behaves predictably under real gameplay conditions. A significant part of the effort also goes into performance optimization ensuring that the new flexibility does not come at the cost of scalability as your empire grows.\n\nThank you for your patience, your feedback, and for being with us.\n\nWishing you a cozy and happy New Year \n\n\n
[ 2025-12-31 02:00:41 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 16.04
- Processor: Dual Core 2GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 512MB VRAM
- Storage: 500 MB available space
Recommended Setup
- OS: Ubuntu 18.04
- Processor: Quad Core 3GHzMemory: 8 GB RAM
- Graphics: 2GB VRAM
- Storage: 500 MB available space
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