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Voxelgram News

Update #29 - Custom colors support

Features
  • You can now adjust colors of hints, cursor and marked cell.
Improvements
  • Procedural puzzles should on average generate 2-3x faster.
Bugfixes
  • Fixed issue with Workshop collection getting "finished" indicator even if it wasn't finished

Update #28 - Highlighting available hints and bug fixes

[h2]Highlight for available Hints[/h2]
I've added a quality of life option, to highlight hints, which can be progressed. They will be blue if you can remove, or turn green something on line they represent. It doesn't give you 100% accurate suggestions. It's only taking into consideration single row at a time, so if you made a mistake somewhere else this can give you incorrect hint, so it shouldn't make game too easy.
If you don't like this option, you can turn it off in settings -> gameplay -> highlight available hints.



[h2]Bug fixes[/h2]
Since patch release there were quite a few issues reported, thank you for spotting them all!
  • Fixed issue with ghost cells - voxel wouldn't render, but hints would
  • Fixed duplicated input with scrolling layers after restart
  • Fixed issue with scrolling while not selecting anything specific
  • Fixed issue where restarting puzzle while in preview mode would lock the game
  • Fixed issues where settings were not turning on/off features
  • Fixed issue with transition animation on blocks failing if you clicked fast
  • Adjusted puzzle/diorama scroll list sensitivity
  • Fixed issue where converting from old to new save system would incorrectly count base puzzles as workshop and unlock achievement in result
  • Fixed issue with timers not working properly
  • Fixed issue with selected diorama not being remembered between game restarts

Update #27 - Larger dioramas, saving random puzzles progress and DLC

https://store.steampowered.com/app/1966470/Voxelgram__DLC_1/

This one is big. If you face any issues after updating, you can roll back to 1.9.11, previous released version in beta branch. After update game will import progress to new save file, so in case of any corruption you can roll back safely.

[h2]Dioramas larger than 40x24x40[/h2]
40x24x40 was initially choosen due to performance reasons. But I grow as a programmer, and 5 years since release was enough to figure out how to deal with this problem. So this limit is gone. DLC is built of larger dioramas, workshop sets can also be now bigger!

[h2]Random Puzzles progress saving[/h2]
This was one was requested multiple times, but it required major changes to the game. But now it's here! Progress for procedural puzzles is now saved. There is 1 slot for each combination of size and type, so you can have multiple puzzles in progress if you desire.

[h2]UI improvements[/h2]
UI was improved in multiple places. Mostly in diorama/puzzle browser, where selector is now scrollable, instead of the previous weird system with button swapping. Multiple navigation issues on game pad were also resolved.

[h2]Performace[/h2]
Game should run a bit faster now, save should be smaller. But as it's based on Compute Shaders, this might cause unexpected results, if you are facing any issues, especially game breaking one, please let me know.

Update #26 - 9x9x9 size for random puzzles

Minor update to add a new 9x9x9 size to procedural puzzles.

Update #25 - Czech Language

With this update, Voxelgram now supports Czech Language, thanks to one of the community members!

Other changes:
  • Concert diorama was slightly changed to fix an issue where one of the puzzles was hidden behind another one
  • Voxel selection updated to be more accurate
  • Engine update - please report if you run into any issues with this build.