Devlog #7: How Our Physics Work – March, 5th 2025
Hi, Gamers!
Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Ferran, one of our Co-Founders, as well as the Game Designer and Creative Director of the studio at RolldBox Games 👋
The #SteamNextFest just wrapped up, where our demo was available, and we're super excited that you enjoyed it! Thanks for participating!
Just a reminder, the free demo is still up, and you can dive into what we're talking about today — the physics in our game, based on telekinesis and the ability to throw everything around you.
[h2]Inside the Development Process[/h2]
In the early versions of the game, we were working in Unreal 4 without access to the Fracture Mode. This feature completely changed our performance and how we handled object breaking, making it more realistic.

That being said, we've used Unreal Engine's native physics system, making sure to implement CCD, a collision checker that's a must when dealing with high-speed objects.
In some cases, certain AI entities need collision response settings for throwables, depending on whether we want them to respond with their typical capsule or their mesh, like with the Void creatures.

[h2]Sneak Peek of Upcoming Content[/h2]
The art team has been crucial in shaping, creating, and designing all the objects you can find in Masks of the Void, which you can throw and break. In each zone, in every part of the game, you'll find various elements—different shapes, textures, and colors—all specifically crafted.
Here’s a sneak peek at some of these objects!

[h2]More to share[/h2]
Do you know what the dev team's favorite mask is? Well, we’ve got a tie between the different ones! In the demo, you can try out the Sand and Blood masks.
Which one’s your favorite? Share your opinion and have fun with them! And don’t forget to play Infinite Waves and join the Leaderboard. 🏆
See you in the next Devlog with more and better!
Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!
See you in the Void!
Tina here—Social Media Expert and Host at RolldBox Games. Today, I’m chatting with Ferran, one of our Co-Founders, as well as the Game Designer and Creative Director of the studio at RolldBox Games 👋
The #SteamNextFest just wrapped up, where our demo was available, and we're super excited that you enjoyed it! Thanks for participating!
Just a reminder, the free demo is still up, and you can dive into what we're talking about today — the physics in our game, based on telekinesis and the ability to throw everything around you.
[h2]Inside the Development Process[/h2]
In the early versions of the game, we were working in Unreal 4 without access to the Fracture Mode. This feature completely changed our performance and how we handled object breaking, making it more realistic.

That being said, we've used Unreal Engine's native physics system, making sure to implement CCD, a collision checker that's a must when dealing with high-speed objects.
In some cases, certain AI entities need collision response settings for throwables, depending on whether we want them to respond with their typical capsule or their mesh, like with the Void creatures.

[h2]Sneak Peek of Upcoming Content[/h2]
The art team has been crucial in shaping, creating, and designing all the objects you can find in Masks of the Void, which you can throw and break. In each zone, in every part of the game, you'll find various elements—different shapes, textures, and colors—all specifically crafted.
Here’s a sneak peek at some of these objects!

[h2]More to share[/h2]
Do you know what the dev team's favorite mask is? Well, we’ve got a tie between the different ones! In the demo, you can try out the Sand and Blood masks.
Which one’s your favorite? Share your opinion and have fun with them! And don’t forget to play Infinite Waves and join the Leaderboard. 🏆
See you in the next Devlog with more and better!
Don’t forget to join our Discord server! Let us know what you’d like us to talk about next from there!
See you in the Void!