1. Voxile
  2. News

Voxile News

Weekly build 9/5/25

[p]* When looking at any container, there are tabs for any nearby containers, simplifying container inventory management.[/p][p]* The stamina upgrade in the boots equipment now only affects sprint/jump/land/kick, but not melee/swim etc.[/p][p]* Procedural Generation: improvements to landscape: desert columns, smaller terassing steps, smoother, no placement on paths, better placement.[/p][p]* Procedural Generation: better player spawn location.[/p][p]* Improved UI for upscaling rendering settings.[/p][p]* Support for tilesets made from 16 different configurations.[/p][p]* Survival Mode: Improved Loot and Monster balancing, labels have been added to important landmarks, and many new structures, towers, quests, and hidden treasures can be found.[/p][p]* Procedural Generation: New objects make mining some materials easier and more natural -- for instance, discarded tires may appear in place of old rubber piles, and more ore types have been added to overhang rock columns.[/p][p]* Bags: Bags now have more slots, particularly at higher levels.[/p][p]* Trees: Many trees are now broken up into groups, making them fall apart as you mine them for wood and plant materials. (This change has not been populated across old worlds yet).[/p][p]* Enemies: A sneaky new enemy lies in wait for greedy explorers in procedurally-generated Survival worlds. But it's a secret![/p][p]* Brock Crab: The Brock Crab now boasts a powerful hitscan attack (animation still coming!)[/p][p]* Object physics: Improved falling logic (e.g. cans on a bookshelf fall properly).[/p][p]* Editor: Fix tool picking in the group editor.[/p][p]* Editor: Fix unpredictable crash when currently selected object changes.[/p][p]* Editor: Add "Remove all unpinned" button.[/p][p]* Procedural Generation: Added new lighthouse point of interest and new tree stumps to harvest wood from.[/p][p]* Procedural Generation: Added new rock formations, columns, and a path tileset to the desert biome.[/p][p]* Procedural Generation: Added 7 new points of interest in the plains biome.[/p][p][/p][p][/p]

Weekly build 8/27/25

[p][/p][p]* Fix bug when loading a savegame with a walking NPC.[/p][p]* Fix missing monster step sounds.[/p][p]* Some kick improvements: bigger knockback with more arc, better damage radius.[/p][p]* Add vacuum tool.[/p][p]* Add wind spell, and auto-pin all spells.[/p][p]* Editor: Improve placement of aligned objects.[/p][p]* Editor: Add gloves to "Add Item..." popup.[/p][p]* Editor: Display group filename in "Load" menu and inventory.[/p][p]* Procedural Generation: Worlds now have boss fights and world cores that "end" the level.  Worlds now have some small quests to complete (Many more to come!).  New point-of-interest areas like monster camps, hidden treasure, and collections of crops make hunting and gathering more engaging.  Treasure chests in camps and other points-of-interest have their own higher-value list of loot![/p][p]* Desert Biome: New tilesets, props, monster distributions, and camps for the desert biome, which replaces (for now!) the former mesa biome[/p][p]* Food: A few new chili-centered recipes, and new cereal and DELUXE cereal recipes, as well as the new candied apple and fruit salad, both of which rely on fruit harvested from fruit trees[/p][p]* Tools: New vaccuum tool sucks up in-world objects and puts them in your inventory, replacing a similar function of gloves, which now move objects in the world but do not necessarily pocket them[/p][p]* Procedural Generation: Heighfield based world generation can now use noise and chasm/cave generation.[/p][p]* Procedural Generation: Point of interests can now check what objects can be placed, and follow the local terrain elevation.[/p][p]* Procedural Generation: Procedural worlds can now have quests.[/p][p]* Procedural Generation: Barrens biome has its own rock columns with different ores.[/p][p]* Kick: there is now a way to upgrade its strength (in game and as perk)[/p][p]* Procedural Generation: added new points of interest for forest biomes.[/p][p]* Great Basin Temple: Added new cactus recipes and increased cactus availability, Fixed unintentional explosive barrel behavior, Reduced amount of birds.[/p][p]* Procedural Generation: Desert biome added, including many new points of interest and landscape pieces.[/p]

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]
[p][/p][p][/p]

Weekly build 7/30/25

[p]
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.
[/p][p][/p]

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]