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Voxel Eras News

Early Access Release 1.0.0 - Automation Fest!

[p]Hello everyone![/p][p]Running a touch late as usual, currently waiting on Valve to approve a build to go live, but here's the patch notes for... tomorrow? Hopefully. The trailer should also be up very soon.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]With this new chapter, Voxel Eras will now be in early access for a while, which will mainly consist of filling out the game's eras, making new things possible, and really making this game all I want it to be.[/p][p][/p][p]I don't expect things to always go smoothly, but I hope you'll join me for the ride![/p][p][/p]
New
  • [p]Bronze Plate[/p]
  • [p]Anvil, metal recipes have been moved[/p]
  • [p]Ability to toggle UI[/p]
  • [p]Player Movement Prediction, moving should now feel smooth even at high latency in multiplayer, as well as smoother in singleplayer[/p]
  • [p]Terrain Generation has been (lightly) overhauled, making patches more frequent, giving the world a bit of depth, and making "good worlds" more common[/p]
Changes
  • [p]Player 3rd person camera is now 5.5 instead of 3.5 meters away[/p]
  • [p]Saplings now grow differently, they should now be more in reach and less "sprawling"[/p]
  • [p]The player now has "coyote time" or "coyote jump" which for a short period after stepping off a ledge, you will still be able to jump, making hills and tight areas easier to navigate[/p]
  • [p]Main menu is now "grey" instead of black[/p]
  • [p]Furnace now allows smeltables in all sides, as well as fuel, with the exception being the top, which can only accept non burnable items instead of all smeltables, and can be extracted on all sides[/p]
  • [p]Alloy furnace now allows fuel from all but the top side, the top and bottom can insert into the first smeltable slot, the sides can insert into the second slot, and can be extracted on all sides[/p]
Balancing
  • [p]Pipes now use 1x Small Bronze Gear instead of 1x Stone Gear[/p]
  • [p]Recipes using Bronze Ingot now use 1/2 the Bronze Plate[/p]
  • [p]Coal Dust can be created using the grinder with ore instead of coal for 3x coal dust instead of 4x coal dust, giving more options[/p]
  • [p]Winder extension now can power multiple devices instead of just 1, with the same fuel cost as normal applying to connected devices[/p]
  • [p]Leaves now have a 4% chance instead of a 2.5% chance to drop saplings, and has a 8% chance of dropping leaves instead of a 5% chance, should make tree farming more sustainable[/p]
Performance
  • [p]Pipe logic has been moved from scripting to a modding API, making much larger builds possible[/p]
QoL
  • [p]Winder icon now is "burning" to make it easier to tell apart[/p]
  • [p]Carbon Steel Plate texture tweak[/p]
  • [p]Personalization and Multiplayer Setup menus are now a bit clearer for navigation[/p]
  • [p]Grinder tip updated for clarity[/p]
  • [p]Sprinting changes FOV[/p]
  • [p]Torch "particles" are now lightly transparent, as well as animating slightly slower[/p]
  • [p]Workbench now has sounds[/p]
Fixes
  • [p]Linux should now run via Steam[/p]
  • [p]Linux run via Steam should no longer have "god UI" effect[/p]
  • [p]Linux VSync shouldn't cause crashes (disabled or enabled)[/p]
Modding
  • [p]Added "on_predict" event for entities has been added to allow state modification with the expectation you only modify the entity in question[/p]
Removed
  • [p]Stone Gears, these have been obsolete and weren't fun to play with[/p]
  • [p]"Pickaxe" and "Shovel", unused old icons[/p]
Known Issues
  • [p]Crafting with a full inventory can lead to loss of the crafted item, as well as the crafting input used to make it, will be fixed NEXT PATCH[/p]
  • [p]When starting a game, joining a game, and during poor network quality, the game may "refuse your input" or "glitch" for a few moments. This stabilizes usually after a second or two, minor[/p]
  • [p]Linux might not always respect your VSync settings, please check your driver settings for additional options, minor[/p]
  • [p]Potential memory leak with input actions not being cleaned up[/p]
  • [p]Torches don't always break when their support goes missing[/p]
  • [p]Pipes may round robin output in strange ways when full throughput, they appear to still keep ratio between destinations, but will alternate where they go for ~5 cycles before switching to another pipe segment to repeat[/p]
  • [p]Restricted slots show either their item, or that they are restricted, not both, which results in some cases where restricting slots doesn't visually change anything[/p]

Launching on Automation Fest!

[p][/p][p]Hello! For the majority of you, I assume you've never heard of Voxel Eras before, so I'll start with an introduction.[/p][p][/p]
What is Voxel Eras?
[p]Voxel Eras is a game about progressing through eras of technology, building up your workshop from a few logs, to an automated masterpiece.[/p][p][/p][p]It takes place, as the name would imply, in an infinite voxel world, with a goal of being similar to things such as Minecraft (GregTech, BuildCraft, Industrial Craft, ect.), Factorio, Satisfactory, and Foundry.[/p][p][/p][p]It's very casual, and can be enjoyed with friends.[/p][p][/p]
Why Launch Now?
[p]The game, admittedly, is in an early state. While I would love to polish and polish for another year, I want to get this game into people's hands since I think it's already ready to do a lot.[/p][p][/p][p]Things like multiplayer, modding, and the base mechanics of the game are all there. The bolts of the engine I think have mostly been laid at this point, and content has been picking up pace. There's at least a few hours of enjoyment in the current game, and I hope to quickly expand that both during and after the Automation Fest.[/p][p][/p][p]Automation Fest seems like a once in a lifetime opportunity to launch Voxel Eras, as the entire store is dedicated to the very genre I am making a game for. I feel launching at any other time would be a waste of an opportunity.[/p][p][/p][p]As a result, Voxel Eras will be launching on July 14th, 2025 at 4:00pm EST into Early Access.[/p][p][/p]
How are updates going to be structured?
[p]Updates are going to be small, focused on small elements of the game. The goal with these is to be able to have a tight feedback loop with the player base, and get content to players as soon as it's ready instead of waiting for a "major update".[/p][p][/p][p]Of course there will be "major" style updates, but the goal isn't to make every update one, just on occasion.[/p][p][/p][p]An example of this is something I am working on leading up to Automation Fest, the Anvil.[/p][p][/p][p]This is a piece of content I've been and will spend probably a few days on. While it may be small, updates like these are easier to manage on tighter schedules, and I'd like to use that to quickly build upon the game.[/p][p][/p][p]That being said, feedback is very welcome, and I look forward to hearing yours![/p][p][/p]
What's the catch?
[p]No catch. It's 15% off, and launching at $15.[/p][p][/p][p]Servers are player ran, so you don't need to worry about me disappearing and multiplayer going dead. Dedicated servers will hopefully be available either for launch, or shortly after, and things like mini game servers should be fun as you can have custom mods synced from those.[/p][p][/p][p]Skins are all synced via the same multiplayer system when you join, as well as being able to be shared on the workshop as an added bonus. Even get to have all your files locally![/p][p][/p][p]I have a lot in store for Voxel Eras, and plan to be around for a long time.[/p][p][/p][p]Will you conquer the Eras?[/p][p][/p][p][/p][p][/p]