1. Voxile
  2. News

Voxile News

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.
    [/p]
  • [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!
    [/p]
  • [p] Monsters: Some improvements to melee attack behavior: flash red when building up to attack, hop backward immediately after attack.
    [/p]
  • [p] Monsters: Fix broken animation on small ooze.
    [/p]
  • [p] Crafting: Low-power jackhammer and stick are easier to craft.
    [/p]
  • [p] Repair Tool now works on vending machines.
    [/p]
  • [p] Platforms: Fix platforms going off the rails when blocked.
    [/p]
  • [p] Nudging now works when placing objects in-game.
    [/p]
  • [p] Editor: "Add Item..." now includes brushes.
    [/p]
  • [p] Editor: you can now see the map just like in game.
    [/p]
  • [p] Proc-Gen Worlds: Repairable bullet vending machines may spawn in procedurally-generated worlds.
    [/p]
  • [p] Proc-Gen Worlds: Fix slow fps/many falling objects in arena/survivor levels.
    [/p]
  • [p] Proc-Gen Worlds: players now always spawn in the easiest biome.[/p]
[p] [/p]

Weekly build 7/2/2025

  • [p]Biomes: New forest tileset, better tilesets for overhangs in some biomes.  Refinement and tuning of trees and vegetation in each biome.  Beaches and Mountains are more clearly delineated from neighboring biomes.[/p]
  • [p]Procedural Propping: Major propping and lighting pass for most biomes, including little sprites, lamps and lanterns, bioluminescent mushrooms, tombstones, dilapidated vehicles and random garbage as appropriate. Barrens, Bog and Forest now much more advanced. Rubber, electronics, and other advanced materials are more available in the world to craft high-end equipment.  Ruined houses now spawn in the Barrens.[/p]
  • [p]Procedurally Placed Vendors - Vendor NPCs added to Building, Survival, and Arena modes (something to spend all those coins on!) -- including one who sells conveniently snapping building pieces (more to come!) and another who flips materials for coins, buying or selling.[/p]
  • [p]Building Mode: Building mode chests contain lots of fun props to decorate your digs with[/p]
  • [p]Crafting: Ladders and plank bridges now craftable on wooden workbenches[/p]
  • [p]Melee Monsters: Melee monsters now have a more defined charge up, attack, and retreat pattern, making combat feel a bit more tactical and aggressive, but also a bit less random. Beware there may be some balance issues we'll iron out in the coming weeks![/p]
  • [p]Water Tool: Water tools now feature procedurally generated models and crafting recipes, as well as new sound effects![/p]
  • [p]Crafting: Water can now be crafted by melting ice in campfires[/p]
  • [p]Gargoyle: A new Gargoyle enemy is in the works for the upcoming Crystal Cathedral level! But for now it just looks like a remap of the bird...[/p]
  • [p]Monsters: All melee monsters now have a buildup animation, and leap at the player to attack, and hop left/right/away to dodge the player's attacks[/p]
  • [p]Fix: Crash in Heldonia when the same object is exploded multiple times[/p]
  • [p]Gloves: Can pick up empty container and workbenches[/p]
  • [p]Gloves: Landscape objects fall properly when dropped[/p]
  • [p]Gloves: Animation when picking up/dropping items[/p]
  • [p]Jackhammer: Using the tool makes noise that monsters can hear[/p]
  • [p]Water tool: Don't use stamina or play sfx when not sucking up water[/p]
  • [p]Editor: Dialog now supports `**bold**` text[/p]
  • [p]Animation Editor: UI overhaul[/p]
  • [p]Inventory: now has a separate area for the first 9 items which are always at the start of your hotbar, to replace the "pinning" feature.[/p]
  • [p]Procedural worlds: overhang biome can spawn items, better rock columns, larger biomes in size 11 worlds, NPCs, better terrain smoothing.[/p]
[p][/p]

Weekly build 6/11/2025

  • [p]Audio: New sound effects for the water tool[/p]
  • [p]Multiplayer: Synchronize randomness for object destruction[/p]
  • [p]Editor: Fix bugs when loading very large groups in the group editor[/p]
  • [p]Gloves: Tagged objects can now be picked up (e.g. objects that can change from script)[/p]
  • [p]UI: Better journal text wrapping[/p]
  • [p]UI: NPC dialogue in MP from other players is now rendered smaller in the message log[/p]
  • [p]ProcGen: New Barrens and Underhang biomes stubbed in, but not yet fully developed -- WIP![/p]
  • [p]ProcGen: better isolated column smoothing, rock columns, overhangs as placable biome, larger biomes in size 11 worlds.[/p]
  • [p]UI: main stats HUD now uses icons instead of words.[/p]
  • [p]UI: empty containers don't show up on compass/map anymore.[/p]
  • [p]Removing a container now shows some "puff" feedback.[/p]
[p][/p]

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