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Voxile News

Bi-Weekly build 11-06-2025

[h2]Survival Mode[/h2][p]* Get your bearings! A new tutorial NPC, Decker, spawns near the player.[/p][p]* Added carpentry workbench which can be used to craft base-building items. Release your inner decorator![/p][h2]Procedural Generation[/h2][p]* General tuning pass to reduce excessive POIs and overabundant loot chests, and to make better use of beach and underwater spawning; don your diving helmets![/p][p]* Clay appears much more frequently in the world.[/p][p]* Improved placement for many POIs.[/p][p]* Adjusted monster levels in many POIs to more accurately reflect their respective biome difficulties.[/p][p]* Improved copper and iron ore POIs.[/p][p]* Bog: Added pumpkin patches and a new tower.[/p][p]* Grasslands: Added new mimic variants and a kiln.[/p][p]* Barrens: Added a new boss arena, as well as new rubbish dumps and a kiln. [/p][p]* Snow: Added new supply sheds.[/p][p]* Ocean: Added many new watercraft POIs.[/p][h2]Monsters[/h2][p]* Take aim! Headshots do 150% damage, and can interrupt a monster's attack.[/p][p]* Monster footsteps are now more audible.[/p][p]* Fixed some cases where a monster would interrupt its behavior when attacked.[/p][p]* Monsters will immediately de-aggro when there are no more targets, stop hunting when aggro is zero, and remove target when it dies.[/p][p]* Fixed a bug in hitscan attacks where a monster would automatically miss because they moved.[/p][p]* Improved monster navigation when in the ocean.[/p][p]* Monsters now play idle sounds when not aggro.[/p][p]* Mossbeard Treeant is now much more formidable with higher HP, attack range, and speed.[/p][p]* The Red Roc bird is now a bit easier to fight.[/p][p]* The Gun Skeleton has been tuned and has new animations and sound effects.[/p][p]* Mush Man and Monster Mush enemies now feature a new distinct voice.[/p][h2]Multiplayer[/h2][p]* Monster player damage scales 15% with every extra player.[/p][p]* Improved network bandwidth and monster sync.[/p][p]* Players can now set their nickname.[/p][p]* Other players' dots will be drawn on the compass on top of other dots and at 125% size.[/p][p]* Player names are no longer rendered on the map.[/p][h2]Editor[/h2][p]* Fixed a group select bug where selecting an object that is already part of a group would not include all other objects in that group.[/p][p]* Fixed group select bug where objects/entities may end up in multiple groups.[/p][p]* Action editor search now finds all matching conditions and effects too.[/p][p]* Show the number of matching items in the "Find Item" UI.[/p][h2]Tutorials & Campaign[/h2][p]* Lifton's Rest has been overhauled to support new glove functionality, as well as adding visual, narrative, and gameplay improvements. [/p][p]* Grotto, Zen Garden, Old Wayland Ruins, and Great Basin Temple have been updated and had fixes to correct for recent gameplay tweaks.[/p][h2]General[/h2][p]* New main menu UI with buttons instead of tabs.[/p][p]* Weak weapons now break fewer blocks in the environment, while strong ones break more.[/p][p]* You can now pin crafting recipes as part of your quest list.[/p][p]* Repair tool now highlights repairable items in a building plan.[/p][p]* HUD shows when you have more health than your current max health.[/p][p]* Fixed crash caused by holding objects with gloves during savegame.[/p][p]* Fixed bug where objects would delay falling for a long time.[/p][p]* New bloodied bag drops when NPCs are killed, replacing a debug asset.[/p][p]* Armor recipes have been updated to better support survival gameplay.[/p][p]* Added new crate harvestables which leave behind the empty crate.[/p][p][/p]

Weekly update 10/22/2025

[p]* Gameplay: The default craftable chest now holds slightly fewer items.[/p][p]* Points of Interest: Mountain springs, fishman caves, Seaside homes, ruined houses, snowy onsens, repairable vending machines.[/p][p]* Crafting: large iron chests, are now easier to craft, but the smelter is a bit harder[/p][p]* World Generation: Some crafting materials, such as clay, are now much easier to find. Old temp ore piles have in many cases been replaced by small quarries and exposed deposits.[/p][p]* Water World Generation: shipwrecks and other objects now spawn on the rocks of the "underwater" biome, and boats and a few select floating objects now spawn at sea![/p][p]* Repair Tool: The repair tool has new art for its several tiers of power.[/p][p]* Crossbow: The crossbow now features procedurally generated art, with different components representing different stats.[/p][p]* Boss Fights: The forest and barrens bosses now have some cool trappings and require some legwork to unlock.[/p][p]* Monsters: New WIP gun-toting skeleton enemy.  Many other monsters have been tweaked and tuned.[/p][p]* Monster Audio: The Brock Crab now has sound effects![/p][p]* All status bars like health, stamina etc show the amount recently lost, to more easily see the effect of game actions.[/p][p]* Named containers: you can give each a name, such that they are easier to switch to when looking at all nearby containers.[/p][p]* Diving helmet now has a speed attribute, allowing faster swimming.[/p][p]* You can now break down old weapons/tools in the inventory and regain some of their materials, relative to the wear level.[/p][p]* Player spawn now drops you from a small height with some particles and a sound effect.[/p][p]* Procedural Generation: now can spawn things in underwater and sea biomes, fixes to placement.[/p][p]* You can now host a co-op game directly from a new procgen world.[/p][p]* You can still interact with an NPC even if all quests are currently blocked.[/p][p]* Carpenter tool has better sounds.[/p][p]* Carpenter tool is available in the editor too.[/p][p]* Vendors may now have limits how much they buy/sell. Quests can now require the player has bought/sold a certain amount.[/p][p]* Rendering of distant parts of the world improved.[/p][p]* Fixed non-player created containers showing up as nearby containers.[/p][p]* Fixed Jackhammer not always recovering correct material amounts.[/p][p]* Fixed vendor selling for bulk items.[/p][p]* Gloves: Update visuals.[/p][p]* Object Physics: Moving a held object near a floating object doesn't cause it to fall.[/p][p]* Object Physics: Dropping items, opening chests, and harvesting objects doesn't cause objects to fall.[/p][p]* Repair tool: Improve UI to show materials/resources needed and how many in the inventory.[/p][p]* NPCs: Fix behavior when NPC is leading the player. Turn to face the player when nearby. Fix "payback" on friendly targets, so they don't target the player forever. Cowering NPCs eventually calm down if you damage them. Dialog is automatically ended if the NPC is too far away.[/p][p]* NPC: Angry eyes aren't shown for cowering NPCs.[/p][p]* Monsters: Blocking monsters can only block with their "shield" bone.[/p][p]* Effectlang: Picking up an object does not trigger its On Destroy effect. "TeleportPlayer" now uses yaw from QuestMarker. "ForceDialog" with false properly ends the dialog.[/p][p]* Multiplayer: Improve network usage. Fix monster targeting of non-host players. Fix non-host players damaging monsters. Fix all chests being displayed on non-host. Fix NPC navigation on non-host. Play kick animation. All players get the same craftables (e.g. from blueprints, destroying object)[/p][p]* Editor: Improve performance when testing a level. Fix tiling of objects when using multi-place. Display the number of entities in a group in the Find Group window. Improve handling of empty groups.[/p][p]* World Generation: Desert path bricks now align properly.[/p][p]* Great Basin Temple: Monster balancing and minor upkeep fixes.[/p][p]* Points of Interest: New gardens, libraries, and gargoyle camps added.[/p][p]* Objects: New treasure set, fireplace, candles, and cages![/p][p][/p][p]
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Weekly build: The Build Tool Update!

[p]- Carpenter Tool: Use any wood/stone/dirt in your inventory to directly build various shaped walls, floors and other things in the game world, to make bases, bridges, defenses, and whatever else you may want.[/p][p]- UI improvements to inventory management: Drag and drop directly to the gameworld to drop items. Shift-click to transfer to containers. A "Quick Stack" button automatically sorts into multiple containers.[/p][p]- Procedural Generation: Upgrade to cave systems, with new "cavern" and "worm" additions.[/p][p]- Building plan quests: Now show exactly which objects are still missing on the HUD.[/p][p]- Fix vendor selling of bullets and other bulk items.[/p][p]- Crafting: Stoves are now easier to craft a bit earlier during normal Survival gameplay.[/p][p]- Elixirs: Powerful Elixirs crafted with the Cauldron now require monster parts to concoct.[/p][p]- Procedurally Generated Worlds: Many new points-of-interest including ice caverns, buried treasures, ruined houses, and snow-covered landfills.[/p][p]- Pig God: Do NOT insult Pig God.[/p][p]- Repair Tool: New art for the repair tool includes three different categories of wrench representing what level of objects the tool is capable of repairing.[/p][p]- Audio: New work-in-progress sound effects for Treeants and the Brock Crab.[/p][p]- Crossbow: The crossbow model is now procedurally generated based on its stats such as damage, zoom, accuracy, and stability.[/p][p]- Monsters: Gargoyle visuals updated.[/p][p]- Procedural Worlds: The player will now spawn on a stone rune.[/p][p]- Great Basin Temple: Fixed an issue where fruit baskets were not harvestable.[/p][p]- Procedural Generation: Many new Bog and Plains points-of-interest.[/p][p][/p]

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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