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Voxile News

Weekly build 10/1/25

[p][/p][p]* Procedural World Generation: Many new point-of-interest locations and chest styles. Some respawn points randomly spawn around the world. Rebalanced spawning with better placement and frequency of POIs, resources, and quests. [/p][p]* Procedural World Quests: New quests for Mr. Chow, a wandering foodie, and the Mildred Betterman Charitable Society. You can also hire a kawaii mercenary with a giant sword to travel with you on your journey (WIP)[/p][p]* Procedural World Narrative: Libraries now randomly spawn different books containing snippets of Voxile lore![/p][p]* Procedural World Trails: Trails through proc gen worlds are now 2 blocks wide and set one block deep into the terrain[/p][p]* Monster Audio: New in-progress audio for the Treeant[/p][p]* Monster Tuning: Tuning pass on the Red Roc, the small Ooze, and the Brock Crab boss. Skeleton Warriors attack more frequently, and regular workaday skeletons are easier to kick away![/p][p]* Throwing Stones: Throwing stones now cause a lot more knockback, great for punting enemies off cliffs[/p][p]* HUD: Player corpse icons on the minimap are bigger and golden to make them easier to find[/p][p]* Crafting: Stone Workbenches and Iron Workbenches now have slightly different recipes to smooth out crafting progression[/p][p]* World Sim: Monsters and NPCs can now attack each other. Monsters and NPCs will now also attack anyone who does enough damage to them, including their own allies, so take careful aim! Both can be authored to aggro depending on various conditions, like never aggro, always aggro, aggro after taking damage, and aggro when nearby enemies are aggro'd. In procedurally generated worlds, monsters will instinctively fight NPCs, and many NPCs will fight back! [/p][p]* Map Markers: Players can now easily craft colorful map markers. Place them in the world to add a matching icon to the minimap and map, making navigating a bit more intentional and letting players mark places they've been or need to return to[/p][p]* Spells: The drain spell has been implemented, with WIP tuning. Drain takes HP from the target and gives it to the player![/p][p]* Editor: New Find/Items window allows you to search for items in all of a world's containers.[/p][p]* Flowpath: Monsters and NPCs now nagivate the world much more efficiently, leading to better performance and better chases![/p][p]* Building plans are now usable with the gloves[/p][p]* Procedural Generation: Generating initial worlds is now threaded and way faster.[/p][p]* Procedural Generation: New recessed quarry POIs[/p][p]* Art: New ancient stone building set for crafting mysterious ancient geometry, like obelisk monuments[/p][p]* Procedural Generation: 10 new bog biome POIs featuring graveyards and sarcophagi[/p][p]* Procedural Generation: New build-a-snowman quest[/p][p]* Procedural Generation: New tree stump cache POIs[/p][p]* Procedural Generation: New desert vendor[/p][p]* Ore Columns: Improved ore visibility.[/p][p]* Vines: New desert roots and snow biome icicles[/p][p]* Procedural Generation: 2 new Bog Vampire Camp POI's[/p][p]* Procedural Generation: New Bog Boss Plinth[/p]

Weekly Build 15/9/25

[p]* Survival Quests: New quests including a genie in a bottle and new stories with the Milfred Betterman Charitable Society.
* Survival Worlds: Many more POIs, including more sensible chest spawning and loot distribution. New monster camps spawn in every biome! Many improved POIs now with functioning doors. Nearly all old single-object trees have been replaced with trees that come apart in physicalized chunks, way more fun to break down.
* Monsters: Monsters now take more damage when falling (or being kicked!) from great heights.
* Crafting: Some high-level craftables have been removed from the workbenches in order to make finding blueprints in the world a more exciting way to max out your character.
* Swimming: there is now "wading" before you get deep enough to swim, and you move progressively slower as you get deeper in.
* Swimming: You also don't use stamina if your feet are on the ground while swimming on the surface.
* Swimming: fixed difficulty getting out of the water when looking up.
* Health: cannot stack health pack past max anymore, and any amount past max slowly degrades.
* Fog: there is now a setting for fog height.
* Procedural Generation: improved placement that seeks to find flat ground for larger groups.
* Procedural Generation: points of interest can now cut into the landscape.
* Procedural Generation: size 11 world are a bit more stretched out.
* Procedural Generation: caves/chasms have a more organic shape.
* Editor: Allow placing objects when interacting.
* Monsters: Render particle effect when spawning/despawning.
* Monsters: More accurate spawning positions when testing a level in the editor.
* UI: Fix compass rendering.
* Procedural Generation: Added new snow biome POIs and updated quarry POIs.
* Procedural Generation: 6 new Bog Biome POI's.
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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]
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