A voxel based adventure and RPG. Vox is a highly customizable game where you can create, destroy, edit and build anything you desire. The whole world, every item and object within it, and even the characters and inhabitants of Vox are created using a custom 'Voxel Engine' that allows for an unparalleled level of creativity. Come and explore your imagination!

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Create Character Screen for version v0.40 Trees! Trying to keep warm.
Blog RSS Feed Report abuse Latest News: Vox v0.40 Update!

15 comments by AlwaysGeeky on Nov 4th, 2013

So it has been a long time coming but finally the new update is available to download.

The biggest change to the game is the new HUD/GUI graphics and functionality that should make the game feel totally new and fresh as well as make it easier to understand and more intuative.

The character create screen has also been vastly improved and the ability to modify the scale and offsets of your character parts has been returned:

Create Character Screen for version v0.40

The questing GUI has also been updated to allow you to better see what quests you are currently tracking and also displays any previous quests that you might have completed.

Creative questing. Tundra biome


Here is a list of the full patch notes:

New Features:

  • Fog rendering for far distances.
  • Better biome generation.
  • Better enemy and item spawning.
  • Enemies can spawn in different biomes.
  • Proper 'Alive times' on tombstones.
  • Pulldown menu for particle effects in the creation editor.
  • Add fire status effect to weapons and attacks
  • Enemy sonar shots (purple concentric rings).
  • Bats now fire sonar projectiles as an attack.
  • NPCs attack back enemies that are harassing them.
  • Better trees and scenery for intro.
  • Include seconds on tombstones.
  • Multiplayer Lobby screen.
  • Multiplayer coding - threads and sockets.
  • Multiplayer configuration IP/port/etc added to configuration manager.
  • Add support for UDP as well as TCP communications.
  • Game chat available once joined a multiplayer game from the lobby.
  • Player Idle flag. Dont do same idle animation if we are already idle
  • Online player nameplates.
  • Proper animations used by online players.
  • Block explosions sent over multiplayer.
  • Sending shots across the network in multiplayer.
  • Don't spawn block items on clients.
  • Better fire wand accuracy.
  • Damage and respawning sent over the network.
  • Better creating and freeing of OnlinePlayer class data.
  • Better respawn handling for players joining an existing game.
  • Don't send refresh request to serverlist if we are not in the multiplayer lobby.
  • Add a leave game button to the multiplayer lobby.
  • Better world seeding for multiplayer synch support.
  • Sending game params over multiplayer games.
  • Rendering Online Players on the minimap.
  • Dropped collection blocks are scaled sensibly.
  • Collectable blocks dont stay in the world forever - disappear after a time.
  • Reduce the magic cost of fire wand.
  • Remove combat slow time during jump attacks.
  • Add equip change support for multiplayer.
  • Remove chat textbox focus when we leave the lobby.
  • Allow reset focus functionality on master GUI class.
  • Also add helmet and shoulder items to online players.
  • Add scale and offset to online player body and weapon/item rendering.
  • Send health for online players that have already spawned.
  • Building with world blocks in multiplayer!
  • Spawn block explode particle effects when other online players destroy blocks.
  • Add arrows to multiplayer.
  • Send velocity with shots.
  • Allow clients to update shot velocity.
  • Better player disconnection handling.
  • Handle clients crashing out of a game.
  • Handle server disconnecting from the clients point of view.
  • Scenery objects get dropped when world scenery is destroyed.
  • Scenery creation over multiplayer.
  • Typing into the chat window from within the game.
  • Enter key to start typing a message.
  • Arrows and shots disappear on the client after a delay of no data being sent from host.
  • Add items to multiplayer traffic.
  • Client items created on host when clients drop them from inventory.
  • Send interact presses from online players.
  • Online players HUD display render.
  • Proper scale x,y,z offsets for network sent items.
  • Proper tombstones on clients and hosts.
  • Picking up items on the client during a multiplayer game now works.
  • Sending melee attackings over multiplayer games.
  • Removing items from clients when the host erases them, for whatever reason.
  • Bombs in multiplayer.
  • Dynamic texture support for icons in the GUI - paperdoll.
  • Quest GUI improvements, Rewards, Quest tabs, Quest text.
  • Health up animation as player is respawning.
  • Quest rewards and reward information on quest GUI.
  • Better quest journal. only record the last 5 quests in proper completed order.
  • Castle parts are now made out of stone block types.
  • Proper animation state for using the rocket boots.
  • Underground indestructable blocks at bottom of world.
  • Better shadow rendering, additional simplified meshes for shadows.
  • Mirror mode in creation editor.
  • NPC set type in constructor.
  • Support for idle miner NPCs.
  • Remove item interaction code for NPCs.
  • Arrow buttons for model rotation on the character GUI paperdoll.
  • Smooth player facing rotations, twist and turn when changing direction of movement.
  • Make the create custom character screen use the creation GUI - shared code.
  • Add coins and money display to the new GUI design.
  • Create dropped item from quest reward, if inventory is full.
  • Random ore rotation.
  • Vapid Mask and Indie Beard cameo items added to random loot.
  • Reduce actionbar slots to 6.
  • Remove all transition animations from the HUD.
  • Use proper SSAO rendering for dynamic textures in the HUD - characters, portraits, item icons, etc.
  • SSAO rendering for companion HUD portraits.
  • Items and bombs get affected by blast radiuses.
  • Reset button in the weapon editor.
  • Drag items to the Weapon editor window for quick editing.
  • Allow crafting GUI to be opened from the inventory.
  • Crafting recipes when openeing the crafting GUI from the inventory
  • Better primitive block types for wood, stone, grass, sand, dirt, rock.
  • Cactus blocks.
  • Leaf blocks.
  • Snow blocks.
  • Exploding arrows now make an explosion sound effect when blowing up.
  • Improvements to the create character screen.
  • Better common button icons.
  • Improved GUI and HUD textures and functionality - Offsets and label colour changes.
  • Better popups for select world screen.
  • Confirm/cancel on delete world button.
  • Tutorial and introduction help guide added for new characters.
  • Tutorial prompt added to select world screen.
  • Completed tutorial stat added to player profile.
  • Better world create screen.
  • Different World types - tutorial, story, creative, hardcore.
  • Re-enable depth of field renderer.
  • Allow non-SSAO rendering.
  • Better shadow and SSAO rendering.
  • Vastly improved item library screen, proper scrollbar for items.
  • Move characters directory out of export folder, for better item library functionality.
  • Change terminology for left/right weapons to left/right hands.
  • Sort out proper left and right handedness.
  • Equipment highlight icon shown on paperdoll screen to show where to equip.
  • Equipment highlight also shown from lootGUI.
  • Proper edit and delete background textures.
  • Allow 10 letters for character name, up from 8.
  • Add folder display to the item library.
  • Add folder and up folder icons to item library screen.
  • Faster 'reload' time when placing scenery - allows faster placement of multiple scenery.
  • When crafting items with a full inventory, items get dropped on ground.
  • Remove HUD buttons for inventory, character stats and quest journal.
  • Crafting GUI - improved handling of draggable buttons and button label management.
  • Add crafting bench.
  • New crafting recipes added to all crafting stations.
  • Make sure to remove crafting items before adding to inventory.
  • Better GUI rendering, allow for more depth for GUI Windows!
  • Support for connecting and disconnecting to the server list.
  • Allow multiplayer games to be created and hosted even when not connected to server list.
  • Allow for joining games via direct IP address entered.
  • Open chatGUI when connected to multiplayer games.
  • Chat GUI in the multiplayer lobby screen.
  • Connect To IP window and controls on multiplayer lobby screen.
  • 'Other' window on create character screen for other character params.
  • Reset default button added - Create character screen.
  • Randomzie button added - Create character screen.
  • Presets pulldown added - Create character screen.
  • Increase fidelity of create character sliders.
  • Add snow biome and snow world objects.
  • Better tress and more variety of trees generated.
  • Tree stumps.
  • Better block detection for creation mode - More precision on mouse cursor.
  • Better loading screen - Graphics and progress bar improvements.
  • Remove front-end transition animations.
  • Don't spawn NPCs and quests givers in multiplayer games.
  • Add create game dialog box popup to multiplayer lobby screen.
  • Different game modes and server params when creating multiplayer games.
  • Add gametype and max players to server game param data send.
  • Add the filename textbox to the voxel editor in ItemLibrary.
  • Make new directories if not exists when saving voxel objects.
  • Show the filename textbox if we are using the voxel editor from the item library.
  • New crafting items - Slime jelly, bones, bee wings and bat fangs.
  • Make sure to use shadow shader on frontend graphics.
  • Lots of new audio effects and tidy up lots of sound effects.
  • Player hit sound effects - different for sword skeletons.
  • Better organisation of GUI windows opening and closing.
  • Stop intro music when launching multiplayer games.
  • Use proper character name, or multiplayer name in chat GUI.
  • Clear biome data on game mode changes.
  • Only erase when wing animation has finished on flyign enemies.
  • Max load distance value used in the chunk manager.
  • Better load and draw distance management for chunks.
  • Add max load distance to the options menu.
  • If in multiplayer game return the multiplayer name as the player name.
  • Snow/Tundra scenery flowers and grass.
  • Dont import or export chunk data in multiplayer games.

Bugfixes:

  • Don't spawn voxel particles if we are not exploding a voxel block.
  • Only allow 3d world text rendering if we are within the camera frustum.
  • Don't display the speech bubble arrow texture if we dont show portraits
  • Remove window focus hack.
  • Also update item manager in front-end.
  • Explosions can NOT spawn items/blocks sometimes.
  • Fix bug on quest GUI closing when having a quest.
  • Fix for creating a ghost when getting killed by a ghost - dont do during iterator update.
  • Add mutex to stop crashes with particle effects and socket close.
  • Remove player hover target code.
  • Make placement blocks sprites larger when held in hands.
  • Fix container event listeners - adding and removing.
  • Only if parsing is successful do we do the JSON processing.
  • Only do JSON processing if root is an object.
  • Split up multiplayer code in serverlist, server and client files.
  • Scenery objects don't use full path anymore for filename.
  • Remove chat window when we unload the multiplayer lobby.
  • Fix creation grid render BUG. Now renders proper grid when modified object.
  • Better configuration file, nicer descriptions in file.
  • Loading / Setup chunk tweaks.
  • Stop items magnet to player if we find out we can no longer pickup the moving item.
  • Fix actionbar bugs.
  • Make sure that action bar items are unloaded when putting in chests.
  • Fix crafting GUI item placement when dragging items to the crafting GUI.
  • Fix speech bubble management - include signposts and tombstones.
  • Set pipecolour functionality for textboxes.
  • Better crafting button interaction, setitng proper vertical index.
  • 3D Text effects use proper game viewport.
  • Allow offset for pressed and also label colour changing when pressed/hover.
  • Allow for stopping label colour changes in buttons. - select character screen.
  • Better world profile deleting.
  • Allow checkbox and options to not change label colour.
  • Fix NPC scale and size, better particle effect on respawning and exploding.
  • Fix for speech bubbles where the last word was not word wrapping properly.
  • Fix for inventory being full when trying to accept a quest that has items to give.
  • Value changed callback on scrollbars.
  • Fix for ore nugget pickups when inventory is full.
  • Fix for picking up dropped items when inventory is full.
  • When clicking on a dropped item when inventory is full, wont trigger magnet and then be suppressed.
  • Fix create button on crafting GUI label offset.
  • Tidyup the multiplayer lobby screen - common chat window used.
  • Make sure to remove the scrollbars from create character screen when we unload.
  • Fix loading progress bar filling up twice.
  • Various fixes for creating files and directories from the voxel editor.
  • Fix some item locking in multiplayer games.
  • Fix for player health respawning above max_health.
  • Skip EXPORT file in item library.
  • Allow Creation GUI to save in custom character creation.
  • Properly setting audio params for children of containers.
  • Quicker intro animation delay when returning to main menu.

That should keep you busy for a while and don't worry, more frequent updates are going to be coming very soon now.

Have fun!
AlwaysGeeky

Media RSS Feed Latest Video
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Post comment Comments  (1050 - 1060 of 1,242)
Sinmist
Sinmist Sep 17 2012, 9:59pm says:

so i noticed that this looks alot like cubeworld , i bought it thinking it was as wolly anounced that cube world was not the final name. The game has potential but right now its quite bad , even for alpha.

0 votes     reply to comment
Kazekai
Kazekai Sep 22 2012, 6:36pm replied:

I think it would probably help the game improve if you couls list any reasons why you think it's "bad" at the moment, such as any gripes with controls or any of the currently available tools. The beauty of playing unfinished games is that you can help the game improve by offering feedback.

+1 vote     reply to comment
AlwaysGeeky Creator
AlwaysGeeky Sep 17 2012, 10:10pm replied:

Well as you mentioned it is still a PRE-alpha release, the version currently up for download doesnt contain all the functionality as I am releasing it in steady updates and people are testing particular features... at the moment the feature set is mainly limited to the creation parts of the game...

Hopefully you will stick around and see that future updates do indeed make this a very fun and unique game.

Thanks :)

+1 vote   reply to comment
Sinmist
Sinmist Sep 18 2012, 7:38am replied:

unique game , this looks like its trying to be a very bad look alike to cubeworld.

-2 votes     reply to comment
Kazekai
Kazekai Sep 22 2012, 6:30pm replied:

The thing that drew me to Cube World was that it looked like 3D DOT, except multiplayer on the PC. But I instantly lost interest when the creator told me through email he did not intend to allow people to draw their own characters (A feature in 3D DOT) and that building would be limited to preset objects you put together instead of freebuild-style gameplay.

Vox essentially is what I was hoping Cube World would originally be, and truth to tell, what I've been waiting for from a voxel game. I think it is really going to evolve the entire genre and go beyond what games like Minecraft have offered before.

+1 vote     reply to comment
RedReaper66
RedReaper66 Sep 18 2012, 10:09am replied:

All Cube World is, right now, is a bunch of (old) videos gathering dust on YouTube. And even if it is ever released, you are going to be very limited in what you can do in CW. This whole, 'Vox looks like Cube World', crap is getting really boring! And the funny thing is, all the people saying this, are probably the same people who slated Cube World for being like MineCraft. Do you know how much time and energy go into developing a game like Vox, even at the level it's at now? And the fact that this guy (AlwaysGeeky) is a one man band, who also holds down a fulltime job, has managed to achieve more in a few short months than Wollay has in, what, almost 2 years? is amazing! For people to leave comments like that is just bad manners. CW and Vox look alike because they are both voxel based games, the same as MineCraft and many others. The voxel game is becomming a genre in it's self. If you can name one game that is 100% original from anyother game of the same genre, I'll be hugely suprised.

0 votes     reply to comment
nubbinz98
nubbinz98 Sep 18 2012, 6:35pm replied:

Cube world has been in development, and Wollay is trying to make the game perfect by making things really good ( such as trees and flowers and grass), and the development has been going on longer, but I still am gonna get both Vox and Cube World because they both look like a lot of fun.

+2 votes     reply to comment
Midgard_
Midgard_ Sep 18 2012, 11:33am replied:

The effort that AlwaysGeeky is putting in Vox doesn't quite the game to be like Cube World. So what are you saying?

For the moment I can say that Vox is LIKE (not a copy) Cube World because I don't se notable differences.

+1 vote     reply to comment
nubbinz98
nubbinz98 Sep 18 2012, 6:37pm replied:

if vox can get more scenery such as trees, flowers, grass, mountains, villages, and castles, and oceans, and a little bit more textures on the blocks then they would be the same...but at this point it doesn't have all that scenery, and still i am gonna get Vox and Cube world because they are both gonna be fun.

+1 vote     reply to comment
RedReaper66
RedReaper66 Sep 18 2012, 12:16pm replied:

Wollay and AlwaysGeeky are taking two different approaches to their games. Wollay seems to want to have a completely finished product, before he releases anything playable, which is fine, but will take a very long time. AG, on the other hand, has chosen to release his game at an earlier stage and build apon it from there, adding new features with each update, which is also fine. BOTH of these options require a massive amount of time and effort. My original comment was based solely on what I believe to be a huge achievement by someone who has managed what he's managed, all while having a fulltime job to do at the same time.

Now don't get me wrong. I'd like to play CW just as much as anyone else. But I can't, so I'm not going to judge or compare it to anything else (like far too many people do) until I've played it.... But I have played Vox. And I like it a lot, and it's only going to get better.

+1 vote     reply to comment
heliri
heliri Sep 18 2012, 11:18am replied:

You're saying that vox is better because it was only done in a few months and cube world is still not finished, but this is wrong. Vox was released as alpha and cube world will be released as full game. Also cube world has much more features than Vox. You should really visit wollays blog...
btw he just released a video with new features today

-1 votes     reply to comment
RedReaper66
RedReaper66 Sep 18 2012, 11:28am replied:

I didn't say anything was better than anything else! I said that what Vox has achived in a few short months is amazing, and it is! And the reason it has little content at the moment is because it's not finished. More and more features get added with each update.

+2 votes     reply to comment
Sinmist
Sinmist Sep 17 2012, 9:59pm says:

so i noticed that this looks alot like cubeworld , i bought it thinking it was as wolly anounced that cube world was not the final name. The game has potential but right now its quite bad , even for alpha.

+1 vote     reply to comment
brokenlogik
brokenlogik Sep 17 2012, 8:21pm says:

Could scenery be made to stack on other scenery? Or a new type of object which does so? Suggesting this for the ability to make a building or to build something without it being one giant placement. Also, could mine tool remove scenery or there be a tool to do so?

+1 vote     reply to comment
AlwaysGeeky Creator
AlwaysGeeky Sep 17 2012, 8:55pm replied:

Hi, thanks for the comment, currently scenery just sticks to the block directly below it.. and if that block gets destroyed it also destroys any scenery that is linked to it... but I am planning on allowing scenery to be stuck to any surface of a block, not just directly above....

Thanks for the suggestions, I am also going to create a way to remove scenery without destroying the blocks. :)

+1 vote   reply to comment
editionblack
editionblack Sep 17 2012, 4:51pm says:

It still doesnt work :(

+1 vote     reply to comment
sturmkoenig2k
sturmkoenig2k Sep 17 2012, 10:58am says:

Is this primary a single player game (creation system)? I hope so, because there are to many MP focused block thingy games. :D
Is it possible (planned) to create my own maps/dungeons or is it limited to objects?

+1 vote     reply to comment
sturmkoenig2k
sturmkoenig2k Sep 21 2012, 12:25pm replied:

Replying is sometimes a mess here.

+1 vote     reply to comment
Kazekai
Kazekai Sep 17 2012, 12:40am says:

All of the control issues I had before have been pretty much resolved now, the character is much easier to control, although I do wish that changing the color of the block you placed changed its color. The "world" option in the editor is a nice thing to have though.

I guess the videos that are shown off are things that need refined for later updates?

+2 votes     reply to comment
AlwaysGeeky Creator
AlwaysGeeky Sep 17 2012, 9:28am replied:

Yes, I plan to do exactly that. with each new update I will be gradually adding more and more functionality.

I know it might seem a bit slow at first, but I need to make sure it all feels cohesive and connected like a proper game. without just releasing all the features in one big un-connected package.

*Very* soon I will be adding monsters, so that will at least give a big chunk of gameplay and stuff for people to do. :)

+2 votes   reply to comment
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Vox
Platform
Windows
Developed By
AlwaysGeeky
Engine
Custom Built
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Official Page
Vox-game.com
Release Date
Released Sep 7, 2012
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8.1

380 votes submitted.

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Highest Rated (17 agree) 10/10

I have played the dev builds and see improvement in each release. This game holds the kind of potential to be the kind of game I've always wanted to play, and already has many features of such a game with its large focus on user-created content. I highly recommend trying the pre-alpha or, if you're more interested in waiting for the game to be more "fleshed out" I recommend following its development, rating it up on Greenlight, and following the developer's Youtube channel.

Sep 10 2012, 8:59pm by Kazekai

Lowest Rated (2 agree) 1/10

This game takes up a lot of cpu. It crashes and is very buggy. I havent seen many changes since I bought it.

May 31 2013, 6:31pm by Gipsyninja

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