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Voxile News

Voxile : The Builder's Update

[p]A special build this week, which we call The Builders Update! It brings together what we've been working on for the last few months: [/p]
  • [p]New world: Crystal Cathedral! A mysterious force has stripped the Crystal Cathedral of all of its crystals! Build a path through the spectral fog and battle the undead in your search for crystals to repair the cathedral.[/p]
  • [p]Visual Building Plans: see a transparent view of what you're building as you add the pieces![/p]
  • [p]Overhauled Carpenter Tool: windows with glass panes! building your base is more fun than ever! Reach new places easily![/p]
  • [p]Falling object physics has been much improved, objects can now even break if falling from high![/p]
  • [p]NPCs and monsters engage in combat with eachother, use this to your advantage![/p]
  • [p]Grenades increase destruction to new levels![/p]
  • [p]Much improved Procedural Survival mode with lots of new points of interest to discover![/p]
[p]This coincides with 40% off the game - get your friends to buy, play with them in coop, let us know your experience! And remember, to really help this game, please review on Steam![/p][p][/p][previewyoutube][/previewyoutube]

Build 2/6/2026 + demo updated

[p]* Building plans: Now show a transparent in-world representation when quest is active, making it easier to see where parts go! Also shows in red if an object has the wrong orientation.[/p][p]* Carpenter Tool: now supports windows with glass panes.[/p][p]* Inventory and hotbar now always use 9 slots for "pinned" items (slots with keybinds that are always visible).[/p][p]* New NPC designs.[/p][p]* Explosive improvements: larger radius; damage falloff; more damage to monsters; explode when dropped.[/p][p]* Monsters: Unaware monsters take critical damage; hitscan attacks damage environment.[/p][p]* Weapons: New throwable grenade weapon![/p][p]* Procedural Generation: Loot list refinement.[/p][p]* Survival Mode: Lots of new POIs spawn, including buried treasures, building quests, and challenging towers to climb.[/p][p]* New Enemy: The Gunbird fires powerful projectiles from afar![/p][p]* Crafting: Overhaul of some default crafting recipes, including greater differentiation of foods across food workbenches, easier crafting recipes for several workbenches, and stronger identities for each main workbench. New recipes for gloves and health packs better respect the power of the individual items.[/p][p]* Monsters: In addition to HP and damage, monsters also scale up attack and reload times with their levels, making them more challenging the higher their level.[/p][p]* Red barrels can now be mined for gunpowder -- Re-tuned ammunition crafting to match.[/p][p]* UI: All canonical materials now have hover tool tips that show you where to get them (these will be made more discoverable in future updates!)[/p][p]* Audio: New SFX for the cultist enemy, additional SFX for the ratman, new SFX for cooking food, new SFX for burning torches, new reload SFX for the sniper rifle and the crossbow,[/p][p]* ProcGen: added castle building quest.[/p][p][/p]

Biweekly update 1/14/2026

[p]* Procedural Generation: Dozens of new points-of-interest including chests hidden in treetops or atop strange cliffs; sunken copper ships laden with cargo; quests to recover lost books, pack cargo, repair ships, or build cabins; and camps occupied by creepy cultists or the dangerous Red Roc. Lot's of new Barrens and Snow points of interest.[/p][p]* Audio: New sound effects for placing metal objects[/p][p]* Red Roc: Bird enemy now has more diversity in sound effects[/p][p]* Resources: Chemicals are now more common in procedurally-generated worlds.  Clay is now a bit redder and easier to spot at distances.[/p][p]* Forest: New tileset for the highlands of the Forest Biome.[/p][p]* Object physics: Falling objects take damage and make noise. Also improved falling collision checks.[/p][p]* Respawn totems: Better detection when player is near.[/p][p]* Save games: Crouching state is now stored.[/p][p]* XP: Stop at water surface, fix bug where they would get "stuck" in the air.[/p][p]* Monsters: Reduce aggro rate.[/p][p]* Build plans: Reduce object placement snapping distance.[/p][p]* Carpenter tool now works with building plans (shows closest buildable, adapts materials).[/p][p]* Procedural landscape: now generates more interesting overhangs while keeping the base landscape more navigatable.[/p][p]* Rendering: new more pleasant default upscaler.[/p][p]* XP baubles redesigned[/p][p][/p]

New Demo + 40% off!

[p]We have a new DEMO up on Steam, that allows you to try both a procedural survival world and an "adventure" world!

The game is also 40% off in the Steam Winter sale, if you didn't have the game yet.[/p][p][/p][p]And if you do already have the game, the BEST way you can support us is by leaving us a Steam REVIEW! [/p][p][/p][p][/p]

Biweekly build 12/17/25

[p]UI[/p][p]* Contextual tutorial: gives tips on what you may want to do next on the left side of your screen in any world.[/p][p]* Carpenter tool UI overhaul: now shows previews of what you're about to build.[/p][p]* General UI overhaul with better font and better uniform scaling.[/p][p]
[/p][p]Gameplay[/p][p]* Swimming now has its own "swimming stamina" stat, making it much more predictable how long you have until you start drowning in water. Diving helmets increase this time substantially.[/p][p]* Carpenter tool has new wood log material.[/p][p]* Randomize items will now auto-unwrap when you receive them.[/p][p]* Improved object placement.[/p][p]* Objects placement and gloves snap to build plan.[/p][p]* XP spawns on monster death, longer timeout.[/p][p]* Slow down lateral movement on ladders.[/p][p]
[/p][p]Worlds[/p][p]* Old Wayland Ruins: Updated Old Wayland Ruins to be less of a handholding tutorial and more of a mini-open world which should let players learn the basics of crafting, combat, and exploration.[/p][p]* Isle of Vox: Demo Version of Isle of Vox updated to feature the carpenter tool and various other gameplay improvements.[/p][p]
[/p][p]Procedural Survival[/p][p]* Camps with monsters are now separated from points of interest without monsters, so players can more easily adjust the monster quantities in their worlds.[/p][p]* A quest to activate World Cores is now active from the start.  Decker's admittedly long-winded tutorialization of various gameplay features has been toned down substantially in favor of the new context-aware tutorials.[/p][p]* New World Core Towers are available in several biomes for a more varied gameplay experience.[/p][p]* Craftables have been streamlined a bit for two reasons: one, so starting players have a bit more direction into what to do first, and two, so the Build Tool is more prominently useful to players.[/p][p]* Diving helmets and related blueprints and upgrades can now be found in various chests throughout the world to improve the swimming and underwater experience.[/p][p]* Bosses and Shops are now labeled on the map.[/p][p]* New quests include repairing a log cabin and lifting a tractor out of a deep hole.[/p][p]* Carpentry Workbench: Added new craftable log cabin pieces and decor items.[/p][p]
[/p][p]Monsters[/p][p]* The zombie model has been updated to a more ooze-y theme!  The Zombie corpse container and loot have been updated to match.[/p][p]* The ghost enemy has been made creepier with a new skeleton.  The ghost corpse container has been updated to match as well.[/p][p]
[/p][p]Sound[/p][p]* New placement SFX for crystals, metals, gems, gears, screws, springs, rubber, plastic, and bone.[/p][p]* XP baubles now make a small sound when scooped up by the player.[/p][p]* Crossbow bolts now make SFX on impact, and throwing stones make a whoosh when thrown.[/p][p]* New sound and visual effects for the Skeleton Gunner and Brock Crab, including firing, impact, and reload sounds, and adjusted VFX for tracers.[/p][p]
[/p][p]Rendering[/p][p]* Rendering: improved the look of water to be less transparent and overly reflective.[/p][p]
[/p][p]Fixes[/p][p]* Fix monster/NPC movement in water.[/p][p][/p][p][/p]