Voxara
A voxel sandbox about exploring, shaping and understanding a world that is built — and simulated — block by block.
- Genre
- Voxel sandbox
- Engine
- In-house C++ engine
- Platforms
- PC (Windows) first
- Status
- Pre-alpha — engine & core systems
A world you can read, shape and understand
We want a sandbox where the world itself is the main character. Every block is part of a simulation you can read, predict and bend to your plans, from the shape of a mountain to the way a cave floods.
Building our own engine lets us design the game around what voxels do best: enormous, fully editable worlds that stay fast on ordinary hardware. We'd rather ship a smaller world that feels alive than a huge one that feels static.
The game is early. This page tracks what exists today, what we're building now and what is still only an idea — and it will change as development teaches us things.
What we're building
Every feature carries an honest status label. Plans change as we learn — this list will too.
- In development
Fully editable worlds
Mine blocks, place them back down and build anywhere. Worlds are saved, so every change you make is still there when you come back.
- In development
Procedural terrain
Hills, mountains and layered terrain with procedurally generated trees of different shapes and heights. Biomes are next: forests, plains, deserts, snowy regions and, eventually, oceans.
- In development
A custom C++ engine
Chunked streaming, multithreaded meshing and a renderer tuned for voxel scenes, built in-house so performance is a design choice, not an afterthought.
- Research
Systems that interact
Light, fluids and materials that respond to what you build. We are prototyping which simulations add the most to play.
- Planned
Building & crafting
Tools that make large builds pleasant: shapes, symmetry and blueprints alongside block-by-block placement.
- Planned
Play together
Co-operative multiplayer is part of the long-term plan, and the engine architecture is being designed with it in mind.
Concept renders
The images below are stylised concept renders, not in-engine captures. We'll replace them with real screenshots as soon as the engine has something worth showing.
Roadmap
A high-level view of where development is. Dates are deliberately absent until we can stand behind them.
- Phase 1Done
Engine foundations
Core architecture, chunk storage, world streaming, meshing and the first renderer.
- Phase 2Current phase
Core sandbox
Procedural terrain and trees, mining and placing blocks, and saving worlds are working. Next up: biomes, oceans and coastlines.
- Phase 3Planned
Closed playtests
Small invite-only test builds to validate performance and the core loop. Sign up for the devlog to hear when they open.
- Phase 4Planned
Public release path
Wider testing, distribution through the ReaTech launcher, and a release plan we will share when it is real.
Want to playtest?
Closed playtests will be announced to the mailing list first. Sign up and we'll let you know when they open.