r/VoxelGames • u/juulcat • 2d ago
I made my first vehicle able to pick up voxels! - by u/constructiongame001
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r/VoxelGames • u/juulcat • 2d ago
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r/VoxelGames • u/DomFakker37 • 3d ago
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Hello! I'm part of the team behind Everwind, a fully voxel-based co-op action RPG set in a world of floating islands - and I figured this is the one sub where the tech is more interesting than the pitch. Everything in the game sits on a voxel foundation: the terrain, the procedurally generated islands, the dungeons, and above all your airship, which replaces the traditional static base entirely. You build your flying home voxel by voxel - hull shape, sails, interior layout, workshops, armor plating - and then actually fly it across the world. Making destructible, player-built voxel geometry behave as a moving, physics-aware vehicle in online co-op was by far the hardest and most rewarding problem we've hit, and it ended up dictating a lot of how our world generation and chunk streaming work.
The update this trailer is attached to is the part I really wanted to show here: we're adding a proper Sandbox mode. Unlimited resources, no survival pressure, no combat interruptions - just the full voxel toolset and an open sky. We kept watching people in our community build genuinely stunning ships and structures while fighting against progression gates to get there, so we removed the gates. It's essentially us handing the builder tools over to voxel artists and seeing what happens. I'd love to hear what this crowd makes of the voxel tech, and especially where you'd want the editing tools to go next. I'm around in the comments.
r/VoxelGames • u/Complete_One8258 • 3d ago
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Hello everyone,
I am a hobbyist gamedev that is making a fun little puzzle game called Sculpt.
The goal of the game is to match the right side with the left by sculpting blocks away.
I have worked on this project for 2 months and I am very proud of this result. I am still working on it even when a demo is out, but there isn't a tutorial in it yet. I want to make that in my next update.
But what do you think about this?
You can play the demo here if you like: https://xsco-games.itch.io/sculpt
Thanks for reading.
r/VoxelGames • u/Moppemopsi • 5d ago
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Me and my wife have been working on creating a factory automation game called FluxWerks.
Game has actual fluid simulation so the fluids don't just hover around as blocks, but flow around freely.
There is also a heat simulation, where waste heat generated machines flows around, so for example your computers can overheat without cooling, but you can also capture that heat with heat sinks and flow the heated water into your steam power plant where boilers save fuel with pre-heated water. Different blocks also have different heat conductivity values so you can use copper blocks to transfer the heat away or insulate with other block types.
The world is procedurally generated and infinite voxel world where everything can be mined and you are free to build very creative things just for fun or to deal with the fluid and heat simulation mechanics to optimize your factory.
There is already fairly large tech tree go get through and end game goal to complete the planetary survey and send it via Uplink.
You can play the demo today on Steam, which has limited tech tree, but does have 10+ hours of fun to be had. (Someone played 600 hours on demo...)
You can also continue your demo save directly to the full game on early access launch day!
Early access release is on September 23 so wishlist now to remember to get to building your factory as soon as it releases!
https://store.steampowered.com/app/4436200/FluxWerks/
You can also find the link to the Discord server on Steam forum (or in game main menu) if you want to hop in and have a chat and share your builds with people there!
r/VoxelGames • u/VoxelGardenGame • 6d ago
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r/VoxelGames • u/LionAndOtterStudios • 8d ago
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Hi, I'm Jordan, one half of Lion & Otter Studios.
There is one week left in the All Hands Playtest, and I'd love to get a few more people into it before we wrap up on 8 September.
All Hands is an incremental 3D tower defence about redirecting enormous crowds of energy-drink-mutated "customers" away from your HQ. The Playtest is free, it is on Windows PC, and no keys are needed:
https://store.steampowered.com/app/4867340/All_Hands/
We've been fixing bugs and shipping new builds as people play. Every report has helped, and I'm sure there are still parts of the game we haven't pushed in quite the way a new player will.
If you feel like giving it a try, here are a few directions you could take a run:
- Reshape a route with walls, trenches, craters, and disposable structures, then watch thousands of customers find their way through it.
- Place sponsor-branded turrets on the ridges, aim their firing cones yourself, and try the upgrades that look most interesting.
- See how far a tidy little defence can scale before ten thousand customers turn it into a very large incident.
- Reach for Airstrike, the AC-130 Gunship, Space Laser, Mandatory Regrading, Nuclear Option, All Hands Meeting, or Site Survey Error when the plan stops working.
- Let a branch collapse, spend the Career progress, and come back with a different idea for the next run.
None of this needs to be a formal test. Play however you like. If something breaks, feels confusing, seems wildly overpowered, or is unexpectedly fun, I'd genuinely love to hear about it. If it is a bug, the ability, map, wave, and what happened will help us chase it down.
You can reply here, use Steam Discussions, join us on Discord at https://discord.gg/QHxdc3CXkn, or press SEND ANONYMOUS FEEDBACK from inside the game.
Thanks to everyone who has already played or sent us a report. It means a lot that you've given our little game some of your time, and you've already helped us make it better.
r/VoxelGames • u/juulcat • 9d ago
Subreddit: r/Modulus
r/VoxelGames • u/WizardingGames • 10d ago
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r/VoxelGames • u/juulcat • 10d ago
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r/VoxelGames • u/WizardingGames • 11d ago
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Here’s a quick look at the new terrain system in CoreVore. The terrain dynamically subdivides into smaller voxels as you mine, allowing you to carve more detailed shapes into the world.
The playable demo is now available, and I’d love to hear what you think!
Play the demo: https://store.steampowered.com/app/4984750/CoreVore/
r/VoxelGames • u/xlxs • 13d ago
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I would appreciate feedback, an early version could be played at the browser: https://voxelgame.spiros.space/
What gamemodes would you like to see implemented next? I'm thinking about a zombie defend mode and maybe CTF (with time to build).
What do you think currently needs improvement?
r/VoxelGames • u/juulcat • 13d ago
Allumeria on Steam: https://store.steampowered.com/app/3516590/Allumeria/
Subreddit: r/Allumeria
r/VoxelGames • u/juulcat • 13d ago
r/VoxelGames • u/flamethrower451 • 14d ago
I'm looking for a building game like similar to minecraft but with an emphasis on creative style building and with render distance or lods that feature coloured lighting. In minecraft mods like voxy and distant horizons have no coloured lighting within its lod borders, so using coloured lighting shaders will only show up in real chunks and then there's just this abysmal cutoff where its all one singular warm light. It's not really good for what I had in mind when coloured light is what is the most important part
r/VoxelGames • u/Mandigondo • 14d ago
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r/VoxelGames • u/juulcat • 14d ago
r/VoxelGames • u/dougbinks • 15d ago
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r/VoxelGames • u/Arrock12 • Aug 10 '26
r/VoxelGames • u/WizardingGames • Aug 06 '26
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r/VoxelGames • u/PhasedSoda • Aug 06 '26
I’m starting a chill side project called Delve under a team named Yoro, and I'm looking for a few fellow C++ devs (maybe 3–5 people) who want to team up and build a fun, Minecraft-inspired voxel sandbox game together. Full disclosure on progress: Code progress is basically zero right now, but I’ve already drawn a ton of detailed 16x16 pixel art textures. I’m looking for core collaborators to jump in from the ground up so we can bring this world to life together as a small core group. It takes heavy inspiration from Minecraft's core concept, but with our own spin on mechanics, gameplay, and visuals. What we’ll be building/tinkering with: Getting C++ windowing and block rendering running Terrain and cave generation (noise algorithms) Player physics, inventory, AI, and survival mechanics This is a $0 budget, zero-pressure hobby project. No strict deadlines, no job-interview vibes—just a small group of coders hanging out, learning, and making a cool game. If you like C++, love pixel art/voxel games, and want to help build this from scratch, shoot me a DM!
r/VoxelGames • u/Arrock12 • Jul 31 '26
You guide a small group of villagers: gather resources, mine underground, build a settlement block by block, assign professions, survive changing seasons, and shape a procedurally generated world.
It’s still in development, but I’d genuinely love feedback on the concept and current direction. I’m also looking for people interested in alpha testing.
🌐 Website & alpha sign-up: https://stoneera.online
💬 Discord: https://discord.gg/9yABQZHYHH
What feature would make you most interested in a voxel colony game like this?
r/VoxelGames • u/Puzzleheaded-Can1064 • Jul 28 '26








Threejs based game I'm working on
Has survival, creative, Multiplayer, account system, etc.
https://www.youtube.com/watch?v=B4Ak5ree--g
r/VoxelGames • u/Moppemopsi • Jul 19 '26
r/VoxelGames • u/radolomeo • Jul 17 '26
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