Always Alpha is an indie game development group consisting of two high school students from California. We currently have two games released, War of the Voxels and Labyrinth, which run on our soon-to-be open-source voxel engine, Bloxel.
Lots of good work on the new terrain engine this week!
development journal - june 17, 2013
A new octree system is in the works for terrain! Also, we've upgraded our forums! Check there for more frequent development updates.
quick update - june 10, 2013: octrees and new forums!
Work has begun on the new engine! Take a look at this week's progress.
development journal - june 9, 2013
War of the Voxels is due for a major makeover... read to find out!
development journal - june 1, 2013
The lighting system in War of the Voxels has been drastically improved! Take a look at the lighting in action.
new lighting
We're expanding our weapons list. Check out this article for some images of what's to come!
new weapons to come!
Alpha 0.0.1 is out! This new update brings a whole new look and feel to War of the Voxels, and we're very excited to let you play it.
alpha 0.0.1 is out!
We're nearing release date! Read this post for a quick summary of what we've been working on this past week.
feature freeze + server browser and gamemodes!
I've been quite busy at work on gameplay and GUI for the past couple of days, mostly on gamemodes and GUI. Free-for-all is now completely implemented.
gamemodes and server browser!
A quick update on what's been added since the last update! Also contains status on playtester applications!
development update (february 26th, 2013)
Cheating is an inherent aspect of online gaming. As such, we've built in countermeasures ever since networking was added.
network security - built in since day one.
Obviously, weapons are a key part of an FPS game. Here's an update on what we've done to the weapons.
new weapon sounds and effects!
A good game needs good playtesters. Are you up to the challenge?
we're looking for some playtesters!
The player now recognizes the slopes of the terrain!
player physics implemented!
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