1. Modulus
  2. News

Modulus News

Modulus is Headed to Indie Fan Fest!

[p]We’re excited to share that Modulus is part of the very first Indie Fan Fest, hosted by Media Indie Exchange (aka The Mix), and you can even spot us in the official trailer!
[/p][previewyoutube][/previewyoutube][p]📅 When: Wednesday, September 24
🕘 Time: 9 am PT | 12 pm ET | 6 pm CEST
📺 Where: Live on Twitch & YouTube[/p][p]Indie Fan Fest is all about celebrating amazing indie games from around the world, and we’re honoured to be part of the lineup. It’s a chance for us to show off what we’ve been building together and to stand shoulder to shoulder with so many other inspiring projects.[/p][p][/p][p]Make sure to tune in, and join us in the chat to show the world what the Modulus community has been helping us to create!

Don't forget to join our Discord, signup to our NEWSLETTER and wishlist Modulus.[/p][p]— Team Happy Volcano[/p]

Reasons to Join Our Discord

🚨 Tantalising Tuesday Sneak Peek 🚨
[p]
Every Tuesday, our Discord community gets a first look at exclusive Modulus content, things we haven’t shared anywhere else. It’s our way of saying thanks to the players who are helping us shape the game during development.

[/p][p]This week’s reveal? A first glimpse at the Yellow Monument.
For now, we’re only showing it in hologram mode, placed beside a regular building for scale. The result? A teaser that hints at just how massive and awe-inspiring these Monuments are going to be… without giving away all their secrets just yet.
[/p][p][/p][p]Why join the Discord?
✅ Weekly Tantalising Tuesday reveals
✅ Discord-exclusive playtests where you can try features before anyone else
✅ Direct chats with the dev team and fellow factory builders
✅ Community contests, events, and screenshot spotlights[/p][p]If you love digging deeper into Modulus and want to help shape what’s coming next, Discord is the place to be.[/p][p]👉 Join us here: https://discord.gg/modulus[/p][p]Thanks as always for your support. It means the world to us![/p]
  • [p]Team Happy Volcano.[/p]

Modulus is Up For the DevGAMM Community Choice Award!

[p]We’re excited to announce that Modulus is in the running for the Community Choice Award at DevGAMM 2025 and here’s the best part: this one’s decided entirely by the community. [/p][p][/p][p]If you’ve been enjoying the demo, diving into the playtests, or just want to support our devs and think *Modulus* deserves a little spotlight, please vote for us here 

👉 https://devgamm.com/awards2025/games/?mc_cid=4334182f35&mc_eid=0b8e438092[/p][p][/p][p]Every vote helps put a spotlight on the game and the amazing community that’s grown around it.[/p][p]
[/p][p]Thank you for being part of this community. We couldn’t do it without you and are reminded every single week just how creative and passionate you all are. We know how lucky we are, as such a small team, to have such a strong community around our game. Help us show the world that strength and vote for Modulus.

— Team Happy Volcano[/p]

Dev Log: The Art of Modulus, Part 5 | Tools & Looking Ahead

[p]So far in our Art of Modulus series, we’ve covered the game’s origins, voxel foundations, and the art-tech collaboration that keeps it all running. To wrap things up, Antoine and Thomas share the tools of their trade, how they empower player creativity, and what visual treats you can look forward to in Early Access.[/p][p][/p][h2]TOOLS OF THE TRADE
[/h2][p]WHAT TOOLS OR TECHNIQUES (E.G. SHADERS, LIGHTING SYSTEMS, PIPELINES) HELPED YOU BRING THE LOOK OF MODULUS TO LIFE?[/p][p]Thomas: We don’t use many fancy custom systems, it’s mostly default shaders and lighting, plus Antoine’s strong modeling, colors, and lighting choices. We add some post-processing like color lookup, adjustment layers, outlines, and tilt-shift effects. That combination carries a lot of the visual style.[/p][p]Behind the scenes, a lot of technical work goes into performance. Any "magic" we implement is primarily for performance optimization. For instance, islands are completely culled when far away, meaning they cease to exist rather than just being hidden. [/p][p][/p][p][/p][p]Currently, this is a visual optimization, but in the future, we aim to "abstract islands." This would involve treating an island as an operator with an input and output, allowing us to average them without significant loss of precision. This would be incredibly beneficial, enabling an immense number of islands to work seamlessly with factories. Other behind-the-scenes optimizations include the clouds in the game, which are sized to the camera frustum and are vertex-elevated to maximize detail.[/p][p]
[/p][p]Another subtle but impactful optimization, which most players won't notice, is that all operator animations are vertex animations driven by shaders. While not all are currently implemented this way, they will be, as this approach significantly boosts performance by eliminating the need for animators. These are just a few examples of the many quirks and optimizations we employ.[/p][p]Antoine: And also tell me if I'm wrong, but the interior view of operators, like when you get inside the cutter, assembler, all of this exists in the same world, right? It's just somewhere else on the map.[/p][p][/p][p][/p][p]Thomas:  Yeah! There was a humorous bug we encountered because we had flying modules appearing within inside views, and we couldn't understand why. It turned out that "modules preview" also existed as a module somewhere else in the game, thousands of miles away. Consequently, those modules would appear inside the views, also existing thousands of miles away. It just so happened that they were at the same random location. It was quite funny to observe and realize the reason.
[/p][h2]LOOKING AHEAD[/h2][p]ANY VISUAL FEATURES, POLISH, OR UPGRADES YOU'RE EXCITED TO BRING TO EARLY ACCESS?[/p][p]Antoine: It’s not a promise but we are all really keen to introduce a day/night cycle during early access. We believe this feature will greatly enhance the visual experience, especially with the existing emissiveness in the game and new cosmetic additions like lampposts. The increased emissiveness of buildings and other elements during nighttime will create a cool and appealing atmosphere, especially with the small lights and neons already present.[/p][p]
[/p][p]While I’m less inclined to implement full weather effects like snow, we are considering occasional rain as part of the day/night cycle. This could contribute to the overall mood, particularly enhancing the zen-like atmosphere with accompanying music changes and... Thomas: …Reflections on the ground…[/p][p]Antoine: …yeah, and puddles. Yeah it would be so cool. That's something I'm looking forward to.[/p][p]
[/p][p]Thomas: I really hope I have enough time to properly enhance the building completion effect, as I feel it's currently lacking. It's a bit underwhelming and doesn't "pop" enough, despite being a core part of the game's reward loop. I know we previously de-prioritized this because players might miss it if the camera isn't focused on it. However, I believe that if a player is nearby when a building completes, they should witness something truly cool. I'm going to push to make this a reality.[/p][p]Antoine: I still don’t know all our priorities so take this with a grain of salt, but I aim to enhance the world's liveliness. This could involve incorporating elements such as birds, mechanical creatures traveling between islands, or even spaceships coming from the Colony below.[/p][p]We've also considered adding decorative, non-buildable islands. These could feature unique focal points like a crashed spaceship or a cascading waterfall, enriching the environment with more life and adding to the lore.
[/p][p]A LITTLE TEASER OF WHAT PLAYERS MIGHT SEE MORE OF (WITHOUT SPOILING ANYTHING MAJOR)?[/p][p]Antoine: We've already touched on some of the exciting new features we're planning to introduce without revealing too much.[/p][p][/p][p]This primarily includes new colors, which will naturally lead to new buildings, and potentially new recipes, resources, and even new operators. Additionally, we'll be introducing monuments that players haven't seen yet. There will be several quite large monuments to create, and we're eager to see players construct them.[/p][p]Finally, during early access, players will work towards the game's ultimate goal, which we've outlined on paper, and I'm excited to see how we collectively achieve it.[/p][p]Thomas: Yeah same for me.[/p][p][/p][p][/p][p][/p][p]Both Antoine and Thomas agree that the beauty of Modulus comes from the balance of constraints and creativity. For Antoine, it’s the readability of buildings and the monumental structures players can make. For Thomas, it’s the sheer creativity of the community’s builds.

Thank you for following along on our deep dive into the Art of Modulus. If you want to see the art in action, you can play the free demo right now. And don't forget to wishlist Modulus on Steam & join our Discord where we like to hang out with the community. [/p][p]You can catch a more detailed video version of this interview below.
[/p][previewyoutube][/previewyoutube][p]Thanks for reading.[/p][p]Team Happy Volcano[/p][p]
[/p]

Dev Log: The Art of Modulus, Part 4 | Evolving Over Time & Creative Mode

[p]Welcome back to our mini-series on The Art of Modulus. Last time we took a look at how Thomas and Antoine blend creative vision with technical art, and the constraints that puts on how we design the look of the game. Plus we shared a rather exciting spoiler.
Today we are diving into how the look of Modulus has changed over time and we take a peak at Creative Mode, discussing our crazy creative community! [/p][h2]EVOLVING THE LOOK OVER TIME[/h2][p]HOW HAS THE VISUAL STYLE CHANGED SINCE THE ORIGINAL PROTOTYPE?

Thomas:
The design process involved significant changes. Initially, we prototyped with another team (no longer present) and had artists conduct R&D on how the game would look, which was  very different from the current iteration. The design has evolved considerably, even since your arrival. There was a phase with more detailed operators, not quite gothic, but represented with a greater number of voxels.[/p][p]Antoine: We experimented with various voxel scales, aiming for a balance between detail and performance.
Highly detailed meshes increase complexity and production time. Given our team size and the number of operators, variations, and buildings needed, we can't afford two weeks per building.[/p][p]Initially, we tried an all-voxel art style for operators, buildings, and environments. However, this resulted in too much noise, making it hard to distinguish player creations from the game world, similar to Minecraft.While visually appealing as concept art, it didn't work for a game. We've since settled on voxel art for operators and buildings, with a low-poly environment. [/p][p]ANYTHING THAT WAS CUT OR CHANGED SIGNIFICANTLY ALONG THE WAY?[/p][p]Thomas: I have one, the HD modules. To provide context, our process involved making a module, and because the buildings tended to appear too dull or lacking in detail, we aimed for every module to have a high-definition counterpart. This high-definition version featured extensive details, utilizing significantly more voxels, perhaps ten times the amount, or even more… Antoine:  Not that much. While it looks vastly different, it was only about 3 to 5 times larger, which is already a significant increase in the voxel.[/p][p]Thomas: But yeah, I remember that. Just got stripped at some point because of scope probably.[/p][p]Antoine: We did strip down some features due to scope but also because of player understanding. Initially, in early playtests, HD modules caused a discrepancy between the player's creation and the final building, making them appear too different. This confused players, who didn't realize their modules contributed to the final structure. Removing these modules simplified the building's appearance, making it more consistent with player input.[/p][p]Other features that were cut, but might return, include biomes and elevation. Biomes, such as desert and ice, were removed primarily for scope, aiming to diversify environments further from the starting island. Elevation, which would have introduced steps and mountains requiring elevators to reach higher factory levels, was also cut due to its visual complexity and gameplay implications. Although concept art for elevation looked cool, it felt like adding another dimension to the game, thus impacting scope. We may revisit this feature in the future.

Thomas: Yeah, for sure. Maybe in Modulus 2?[/p][p]Antoine: (Makes a shocked face) Maybe…
[/p][h2]CREATIVE MODE & PLAYER EXPRESSION[/h2][p]HOW DID YOU APPROACH BUILDING A SYSTEM THAT LETS PLAYERS MAKE BEAUTIFUL THINGS?
[/p][p]Antoine: From the very beginning, the idea was to let players be creative in a factory setting. Our job is to provide tools that let them push the systems to their limits.[/p][p]This isn't a spoiler, as it's not currently planned, but we'd love to implement it. I secretly envision a future where players can construct their own unique buildings using the modules they create, rather than being limited to our existing building recipes.[/p][p]Thomas: It would be fantastic if players could share blueprints and attempt to replicate each other's creations.[/p][p]HAS ANYTHING SURPRISED YOU IN THE COMMUNITY SCREENSHOTS OR BUILDS?[/p][p]Antoine: The community has already surprised us, things like building a QR code, linking to the store page, or even a world map inside the game. Players have pushed the tools further than we expected.[/p][p]Thomas: The concept of pixel art wasn't initially considered due to the module's size limitation, which was 12x12 back then. While simple pixel art like a smiley could be created, it wasn't until someone discovered that conveyor belts could perfectly combine multiple 12x12 squares that the possibilities expanded. This "happy accident" meant that any size of pixel art could now be created, a development that was both surprising and rapid. Within a day of the game's release, players were already creating intricate designs like bunnies in the grass, cars, and even chessboards, leading the the team to be like, "What? What do you mean? Is this the same game?” It's crazy.

That's all for Part 4. You can watch the full interview in video format below:[/p][previewyoutube][/previewyoutube][p]
We'll be dropping the 5th and final part on Monday, where we explore the tools of the trade and take a sneak peek at what's to come for Modulus.[/p][p]Thank you as always for your support. Don't forget to wishlist the game, it really helps us out.[/p][p][/p]
  • [p]Team Happy Volcano
    [/p]