Voxelholm
Mine, build and explore a blocky world of forests, caves and seaside villages. Craft better tools, farm your own food, and light your way into the dark.
Not playable in the browser yet.
What you'll do
A world to explore
Every world is different: rolling biomes, lakes and forests above, winding tunnels and deep caverns below.
Stumble on villages
Find settlements with houses, a smithy, a chapel and an inn, fields of wheat and barley, and harbours with boats moored at the quay.
Mine and craft
Every material needs the right tool. Work your way up from wood to stone to iron, and the crafting grid shows exactly what you're missing.
Light the dark
Lanterns cast a warm glow down tunnels that fade to black behind you, and the sky turns from day to night.
Farm and cook
Till the soil, plant and harvest wheat, barley, flax and vegetables, then bake bread and cook stews to heal.
Build freely or set out on a quest
Creative mode lets you drop whole buildings where you look. Quest mode is the start of a full RPG.
Your look, your view
Choose your character and skin, and play in first or third person.
Good to know
- A desktop game, in development
- Heading towards a survival game with RPG quests
Under the hood
- Engine built from scratch
- Original C++20 and OpenGL 4.3 core: chunked sectioned storage, a greedy mesher feeding packed quads through vertex pulling, and multi-chunk drawing with glMultiDrawArraysIndirect from an off-thread mesher.
- Procedural worlds
- Spline-driven terrain and biomes, with tunnels and caverns carved by a deterministic pass. Worlds save as a seed plus an edit diff.
- Per-vertex lighting
- Sky light and block light computed per vertex, so a cave mouth glows and the tunnel behind it fades to dark.
- Prefab villages
- World generation places settlements from a library of prefab buildings.