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Voxile Just Got More Dynamic, Destructible, and Creative!



[h2]A new update is live in Voxile:[/h2]

Our worlds just got a whole lot more dynamic, destructible, and creative. Now, objects may come crashing down if unsupported, placed in air, or broken off from larger objects—and thanks to our smart new connectedness system, it all just magically works. World-builders can also exercise more control over the connectedness of their created items through new metadata fields if finer detail is required.

[h3]Here’s what’s changed:[/h3]

[h2]🔗 Object Connectedness & Falling Behavior:[/h2]
Connectedness Logic—
  • Objects in the world now fall when unsettled. For example, a plate will drop if the table it's resting on is destroyed.
  • Items can connect to others and will only fall if they become disconnected or if their supports are also unstable (such as a picture hanging on a collapsing wall).
  • Objects can now tell which sides are touching or supported by other objects. If they don’t already have that info, the game does its best to figure it out based on their shape.
    • This applies to lots of everyday items like furniture, pipes, and roof pieces, making everything behave more naturally when moved or broken.
Falling Behavior—
  • Objects that don’t have support underneath them will now fall naturally (like a plate dropping if the table breaks).
  • The way objects are animated to fall has been improved to look and feel smoother.
  • Behind the scenes, the game’s code was restructured to handle this new falling behavior.
Object Handling—
  • Objects held by players are now visible to others in multiplayer.
  • Objects that you move now respect the shape of the world around them; they can only move or slide into spaces they realistically fit, rather than passing through solid objects (e.g. you can't pull a chest out through a wall).
  • You can no longer place objects too close to your character, thanks to improved collision detection.
  • If you try to move a held object to a spot where it can't go, your movement will be blocked.
  • While holding an object, you’ll need to let go before interacting with anything else.
  • Sliding behavior while moving objects has been simplified.
Object Placement—
  • In-game object placement now uses precise collision detection, making it easier and more reliable to position items exactly where you want.
  • Placement is now faster and snappier, with a cool puff-of-smoke effect when you place objects (both in the game or the Editor).
  • Added cool puff-of-smoke effects when you place objects (both in the game or the Editor).
  • Some objects now snap to the grid when placed.

[h2]🌍 World Updates & Quest Fixes:[/h2]
  • Lifton’s Rest got some polish, and it’s now easier to find the gloves needed to progress. There’s also a new camera moment at the end so you can reflect on the chaos you’ve caused on your way out.
  • Willow Creek: Fixed a bug that could prevent Trashy Terry’s quest from completing.
  • McAbre: Some in-game sign text has been corrected, less furniture is needed to complete some rooms, and the portal design has been replaced with a world core design.
  • Heldonia: Fixed terrain holes and quest issues reported by the community. Also added respawn totems and made some adjustments to shop prices and items for better balance.
  • Great Basin Temple: Fixed issues caused by the new physics system. Now, instead of placing new bridges, you can repair existing ones.

[h2]🛠️ Crafting & Economy:[/h2]
  • The default wooden workbench now lets you craft more items.
  • Food-related workbenches have been made easier to build.
  • Players can now craft slightly higher-level workbenches by default.
  • The default prices for weapons, equipment, and food have been adjusted for better balance.

[h2]🧛 Enemies & NPCs:[/h2]
  • Monsters now have slightly reduced alert vision, making it a bit easier to escape encounters when you're in over your head.
  • The mysterious Oona has received a new character model.
  • Damage numbers that pop out of enemies are now easier to see.
  • Vampires have new sound effects.

[h2]🎮 Multiplayer Improvements:[/h2]
  • Everyone now gets the same XP for completing quests in multiplayer.
  • The game now waits for all players to be ready before switching to the next level.
  • Fixed a bug where savegames sometimes wouldn’t be created correctly.
  • Items received from other players are now added to the front of your inventory.
  • The lobby screen now refreshes automatically when switching tabs.
  • When you use gloves in multiplayer mode, other players can now see them in real time.
  • Fixed an issue where players would sometimes spawn overlapping each other when joining a game.
  • Item sharing in multiplayer is now more balanced, with more reasonable quantities provided so players now receive fairer amounts.

[h2]⚙️ Rendering, Performance & Settings:[/h2]
  • You can now set a cap on your framerate (FPS) in the settings.
  • A new “stereographic” mode (still in progress!) lets you try out a different visual style.
  • World files are now smaller and load more quickly. Player and graphics settings have also been improved to make them easier to read and use.

[h2]🧪 Procedural Generation:[/h2]
  • Biomes have been improved with smarter monster distribution, better loot balance, and more natural resource spots.
  • Biome layouts are now more believable, and the biome preview has been improved.
  • The world generator now supports specifying biome placement when using a height map.
  • Trees and other environment objects now change based on biome—expect more beachy vibes in the right places.

[h2]🖌️ Editor & Tools:[/h2]
  • Your Editor inventory for a world is now saved in its own .editorsave file.
  • Save Brush UI has gotten a visual upgrade.
  • You can now hit Shift+Return to quickly turn a selection into a brush.
  • Fixed a bug where groups were being double-wrapped when converting them into brushes.

[h2] 👥 Catch Sneak Peeks on Social Media[/h2]
For those not already following along on social, toss us a follow on your chosen platforms below—we're always sharing in-progress and early looks of things we're working on:

Speaking of cool things we're working on, catch this level-building timelapse video shared from the perspective of one of the team's designers:
https://www.youtube.com/watch?v=IzDaoFgSWzY

[h2]Your Feedback Is a Huge Part of How Voxile Grows[/h2]
As always, we'd love for you to give the new stuff a spin and let us know what you think. We’re excited to know how these changes feel in the community's hands.

Drop into our Discord anytime to share thoughts, report bugs, ask us questions about our process, or see what we’re cooking up next.

That’s all for now!

– The VoxRay Games Team