Voxel Eras
Linux

Voxel Eras

16 JUIL. 2025
Simulation, Indépendant
Prix indicatif
14.79 € (Steam)
Où acheter

Voxel Eras

16 juillet 2025
Description en cours d'enrichissement
Cette fiche de jeu est en cours d'enrichissement automatique. Les informations ci-dessous proviennent des données brutes d'IGDB.

Description (IGDB)

Voxel Eras is a game about collecting, crafting, and automating within an infinite 3D voxel world. Taking your humble workshop made with your own two fists through eras of technology. Design, build, and evolve your operations, all in the name of progress.

Description en cours d'enrichissement.

Médias

Informations Steam

Description Steam (Français)

Voxel Eras is a first-person factory builder about progressing through eras of technology. You'll gather resources, process them into more products, build new machines in progressively advancing technological eras, and combining them into production lines to let the machines do the work for you in your ever growing workshop.

Build with friends in Multiplayer CO-OP (or by yourself in Singleplayer if you're more into that) in the game's fully modifiable Voxel world, working to face the ever growing complexities of technology as you work your way through the Eras. If you're wanting something fresh you can also try Modding, where scripting allows you to create your own tailored experience.

Will you conquer the Eras?

Éditions et prix Steam

Voxel Eras - 14,79€ 14.79 €

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Mises à jour et Actualités

27 juin 2026

Nearing A Year - Dev Log 2

Hey everyone!As you probably heard from the last community post I put up about a month and a half ago, I've been working away on v1.5.0, and I wanted to talk more about where things are now that the game's approaching a year into early access!Quickly getting it out of the way, you can get an early peek at what's coming soon by going to Steam > Voxel Eras > Properties > Betas, and entering the code "bleedingedge" to get the indev branch. At this point it is seemingly at parity with live, although there are many bugs, remaining changes, and missing content from experimental that I'll talk about below, so if you play with this version I highly recommend making a backup of your world!!! (There are only so many tears I can shed, plz, backup)Shiny!A few new shinnies will be making it to the game, including directional sunlight, audio dampening through walls, a completely reworked player controller with the ability to auto step up over 1m tall obstacles, particles, more sounds, texture work, you name it I likely worked on it.As I've mentioned a bit before, the Steam Era will introduce fluids, Aluminium, Coke Ovens, Blast Furnaces, Boilers, Fluid Pipes, Steam Winders, the Advanced Clockwork Drill, Crusher, Turbo Pipe, Stack Pipe, and more, being quite a proper deep dive into the game that I feel will finally put the game into a state I'm happy enough with to start drawing some attention towards it again.One of the reasons v1.5 isn't available (on live) in time for the Steam Summer Sale is that I wanted to be at parity with experimental, which already had at least the functional side of the Era's content, being the vast majority of remaining Rhai code I need to migrate. Yes, having experimental and indev be entirely different branches off 1.4 live annoys me and causes lots of issues, no, I can't fix that until indev is up to parity with experimental XDTo give you something to look forward to, here's Melusine's base she made on experimental:ScriptingWhile the move from Rhai to Hail has been slow, the performance of Hail has not been. I don't have benchmarks to compare, but I can say that it is so much faster that I'm confident enough to move the vast majority of UI elements to be handled in Hail, where with Rhai I was forced to move them to Rust as the Build Menu itself was enough to noticeably drop the frame rate to the point a Steam Deck drops to 45 FPS from it being open.There's less of but still an uplift for machines, most of which have already had their scripts converted to their final resting place as Rust code in the engine, so the gains are smaller but still there. Entities however, like the player and its local prediction, are a lot of really deep and complex scripts, so the performance gains there might be noticeable to you if you were CPU bound on the client.I'm not sure if I'll have it done in time, but I'd like to have LSP support for Hail as well as a VSCode extension + snippets to make it easier to work with. At minimum, markdown API docs will be available, with the ability to run scripted unit tests, or just the compile test, so you don't need to launch the game to check your mod.MultiplayerMultiplayer is getting some love and care, smoothing out some issues in the time sync and prediction logic, which makes initial load and stutter recovery much faster as well as making the game generally feel more responsive. Before it'd only predict your local player, but now it's extended dynamically based on what you're interacting with / near.Dedicated servers are also arriving, as due to scripting's new testing suite I had to get a non client version of asset loading done, so I've spent a bit of time getting that wired into what was 90% of the work done for dedicated servers done many months ago. A lightweight Linux box with 2gb of RAM, and a few mbps of upload per player, should handle a handful of players building a pretty large and active factory by just running a copy of the game with --server (I'll eventually figure out proper steamcmd distribution).I wanted to have proximity voice chat in 1.5.0, but that'll have to wait as I need to replace the audio library I'm using (kira) as it doesn't support "radio style" playback (think more like VOD) which would just result in a memory leak.I do enjoy the idea of "friendslopping" the game a touch as I've actually really enjoyed playing with others on the dedicated server test, so if you have any fun little ideas let me know and I'll see if I can spend like a day on some fun stuff.PricingI've been pretty upfront with my desire to keep the game at $15 USD with a 15% discount, and that will not be changing. However, Valve has recently released an update to their pricing conversions, and I'd like to update Voxel Eras accordingly to keep prices reasonable for all regions.I still need to finalize the numbers, but in the vast majority of cases, Voxel Eras will be reducing in price by at least a few percentage points in many regions and that updated pricing will be reflected in the update discount I do for 1.5.0.Cool, but when?This update has taken far longer than I have wanted it to take, being about 4 months of work, but I do think I'm on the side of the final stretch.I need to spend some time doing art, rewriting multiblocks (and by extension Steam Era scripts) in Hail, and fixing lots of issues introduced in the migration. These changes number in the tens of thousands of lines of code changed, impacting well over 45k lines of code, so I'd appreciate a bug report if you run into something unexpected while you're messing with the indev branch.Since I pushed a bit too hard heading into the Summer Sale to try and get 1.5 done in time, I'll be taking a few days to deal with myself before going back at the grindstone (my sleep schedule has effectively inverted, whoops), but my goal is that I've made it onto experimental within the next week, with it being polished to my standards and released within 2-3 weeks.Going forward I really want to avoid such a long gap between updates again, content has been locked in development hell for months, but this should truly be the last "huge" engine rework that can't be done piecemeal / independently of other work, with terrain generation (complete overhaul) and parts of networking (dynamic bandwidth / Steam P2P) being the big ticket items I can think of in the mid term.Thanks for your patience, I can't wait for you to get your hands on all the new toys,Progress Awaits You - Destiny Hailstorm

04 mai 2026

Still Alive - v1.5.0 Progress

HELLO!Been a minute.Where's update?Not ready yet.Bye-... Ok, but really though.v1.4.2 was planned to launch about a month ago, but I decided to go on a "side quest" of moving the entire game's scripting from Rhai to Rune, which failed, followed by what I'm currently working on, moving the entire game's scripting from Rhai to Hail (my own programming language).The core, semi-logical reason for doing this is due to Rhai's performance issues, which have been causing me to have to go back and rewrite script based systems in Rust to have any hope of performance, where even then I had to add systems to bypass Rhai still. The player script in and of itself takes between 1/10th and 1/5th of frame time, it really shouldn't.Could I have instead moved to using Lua? Yes. But I hate Lua. I tried moving to Rune instead to avoid having to write my own programming language, as it was somewhat similar in syntax, but it didn't fit in in the way Rhai did, and had a number of limitations I couldn't work with, a big one being imports (bringing in scripts from your own / other mods). The good news is that as of yesterday I've gotten to see the game's world again loading via Hail, and at the end of the whole rewrite I expect a minimum of a 5x increase in script speed, I'm unsure of the upper bound as in some specific cases it's not even close. The bad news is I'm not done yet. I'd like to at minimum put something on experimental again within a few weeks, but I can't make promises as I'm quite literally translating 30k+ lines of code. In addition to all of this, my day job has been looking a bit... unsteady, with signs of the company doing poorly, so if you're able to support me on Patreon or spread the word about the game, I'd greatly appreciate the help, as I'd like to gear up for full-time VE development.Anyways, thanks for the patience, I wanted to let ya know I'm not dead (yet), Steam Era soon, you can expect the Coke Oven, Blast Furnace, Boiler, Crusher, Liquid Pipes, equipment (WRENCH), Aluminium, Advanced Clockwork Drill, Stack Pipe, Turbo Pipe, performance improvements, a new scripting language, bugs, and bug fixes in the nearish future.

26 février 2026

"I Made GregTech: The Game" - New Video!

Watch it >:)

Configuration PC requise

Minimale :Système d'exploitation et processeur 64 bits nécessairesSystème d'exploitation : Windows 10 - 64 bitProcesseur : Modern Quad Core CPUMémoire vive : 8 GB de mémoireGraphiques : Steam Deck, Vulkan 1.2 with extensionsEspace disque : 1 GB d'espace disque disponibleCarte son : FunctionalNotes supplémentaires : Older integrated graphics will likely struggle.

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