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Voxile News

Weekly build 8/12/25

  • [p]Add kick attack (`F` key).[/p]
  • [p]Editor: Entities can be added to groups, including group selection.[/p]
  • [p]Gloves: Non-empty containers can now be moved.[/p]
  • [p]Swimming: further fixes to underwater collision.[/p]
  • [p]Fog rendering improvements.[/p]
  • [p]UI: picking a map is not a popup anymore, but directly part of the main menu.[/p]
  • [p]UI: you can continue any world where you last left it from the main menu.[/p]
  • [p]Proc Gen Worlds: New points-of-interest including monster camps, buried treasure chests (empty for now but will soon be full!), and spires of rare ore.  Resources have been rebalanced a bit, including adding groups of crops that spawn together to make food a bit more engaging, and upgrades are now more commonly available so you can beef up your equipment if you're lucky.  Additionally, new NPC Grady spawns in the woods and will sell upgrades for your equipment -- for a price![/p]
  • [p]Crafting: Weak guns are now available on the stone work bench. Some adjustments to levels of weapons that can be crafted on different workbenches.[/p]
  • [p]Monsters: New Brock Crab Monster is very incomplete but can be spawned.  Small Ooze now occasionally drop coins, ooze, or oil material.[/p]
  • [p]Club: The club is now less durable by default.[/p]
  • [p]Boots: There are now four levels of boot with differing stats and crafting recipes.[/p]
  • [p]Food: New "Cereal" food makes better use of corn and wheat in the early game.[/p]
  • [p]Audio: New sound effects for placing various materials, new sound effects for stepping on crystal, and new monster sounds.[/p]
  • [p]Great Basin Temple: Minor dialog improvements.[/p]
  • [p]Dead Water (wip): Beginning of story quests are playable. (~5-15 minutes of gameplay so far), early development versions / gameplay tests of *Eavesdropping* and *Tailing* NPC's are now playable.[/p]
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Weekly build 7/30/25

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Swimming mechanics have been improved, easier to jump out on the water's edge, and more stable surface swimming.
Building plan quests now automatically show all objects in the crafting menu.
Starting a new procedural world in game defaults to "survival", and now uses the full set of biomes.
Fixed falling damage not applying when holding jump while landing.
New font for UI (experiment).
ProcGen: Barrens and Forect biomes on by default.
ProcGen: an area around the player is now always monster-free at the start.
When out of stamina or weapon is broken, the player holds the weapon down to signal it can't be used.
ProcGen: new rock columns may contain ores that can be mined.
Add small particle effects for repairable objects.
Monsters: Flying monsters back up into the air before swooping again.
Editor UI: Warning if the response text is too verbose (>122 characters).
Fix: Some explosive objects weren't interactable.
Fix: The jackhammer progress bar would extend forever when holding down the button.
Fix: Crash in the editor when placing objects near the edge of the world.
Great Basin Temple: Dialog made more consistent and concise.
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Weekly build 7/23/2025

[p]* Jackhammer: Higher-level jackhammers now mine much more quickly.[/p][p]* Bags: New bag models for different sizes of bags, and new crafting recipes for each size as well.[/p][p]* Water Tool: Water tools have been tuned to have a greater spread of capacities, so earlier tools may carry far less water than stronger tools, which carry approximately one small lake.[/p][p]* Audio: usable items such as weapons and tools now make an audible shattering sound when their durability reaches 0.[/p][p]* Red Roc: Our bird monsters now attack quickly and will zip past the player, leaving only a small window of vulnerability with melee weapons. Watch out![/p][p]* Skeletons: Now attack a bit more frequently.[/p][p]* New Monster Art: The SNAKEDOG has been added to the monster roster, though it is not yet finished, animated, or tuned for gameplay.[/p][p]* Monster Mush: Big mushroom enemies have a cool new windup punch animation, and tuning to match.[/p][p]* The Doma's Pants have been restored to their rightful form.[/p][p]* Zen Garden: Fixes to some repairables that may have crashed the game. Fixes to some falling items that may have blocked progression.[/p][p]* Procedural Generation: Forests now have fewer trees (and therefore more loot, resources, crops, and other objects)[/p][p]* Containers can now be locked, similar to doors.[/p][p]* Monsters take falling damage.[/p][p]* Gloves: You can't stash an object into your inventory anymore, this functionality is moving to a future "vacuum" spell.[/p][p]* Editor: Object position can be modified directly in properties window.[/p][p]* Play sound when item breaks.[/p][p]* Melee improvements: stamina rebalanced for fast and slow weapons, weapon held down when out of stamina.[/p][p]* Procedural generation: new more varied rock columns with stalagmites/stalachtites.[/p][p]* Building plans: a new game mechanic where a quest can have you build an exact configuration of objects (see dev/building_plan_test.world)[/p][p]* Center icon gives more feedback when an action can't be performed.[/p]

Weekly build 7/16/2025

  • Crafting: New craftable candle resource used in McAbre crafting quests and in the normal crafting tree.
  • Proc Gen: Some minor prop additions with some fun bonuses -- keep an eye out for oars on the beaches of your island!
  • Proc Gen: worlds now generate sandy paths as part of the landscape by default.
  • Monsters: Additional tuning and cleanup of various monsters.
  • Object Physics: FPS improved especially for procgen worlds after you make the first modification.
  • Effectlang: Rename SetFogDistance -> SetFog and add thickness parameter.
  • Editor: New wooden ship pieces and decorations, including hulls, sails, cannons, ropes, and helms. New robot parts clutter and deactivated robots made from one of our backer designs.
  • Editor: Increase autosave timeout to 5 seconds, don't autosave if actively using a tool.
  • Editor: Display object materials in properties window.
  • Crystal Cathedral: New island in WIP worlds folder. In a very early stage of development, but now playable!
  • Dead Water: New island in WIP worlds folder. A murder Mystery themed level, In early blockout stage, not much gameplay. players can view the current city layout, and tilesets and color palettes that will be used.

Weekly build 7/9/2025

  • [p] When crafting, resources will automatically be pulled from nearby chests.
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  • [p] Monsters: Major tuning pass on most monsters with the new combat system. Ghosts now fly, Oozes are more aggressive, Vampires are scarier, and hitboxes all around are fairer. Get your fight on!
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  • [p] Monsters: Some improvements to melee attack behavior: flash red when building up to attack, hop backward immediately after attack.
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  • [p] Monsters: Fix broken animation on small ooze.
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  • [p] Crafting: Low-power jackhammer and stick are easier to craft.
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  • [p] Repair Tool now works on vending machines.
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  • [p] Platforms: Fix platforms going off the rails when blocked.
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  • [p] Nudging now works when placing objects in-game.
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  • [p] Editor: "Add Item..." now includes brushes.
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  • [p] Editor: you can now see the map just like in game.
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  • [p] Proc-Gen Worlds: Repairable bullet vending machines may spawn in procedurally-generated worlds.
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  • [p] Proc-Gen Worlds: Fix slow fps/many falling objects in arena/survivor levels.
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  • [p] Proc-Gen Worlds: players now always spawn in the easiest biome.[/p]
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