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Voxile News

Weekly build 7/30/25

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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.
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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]

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