Minimum System Requirements
OS: Windows 10 recommended, 8 or 7 should work but not tested recently
GPU: D3D11 capable, runs on very low end GPUs without issue
CPU RAM: 4 GB
Drive space: 3.7 GB initially, will grow as maps are explored
Q: How to share maps?
Player created maps and custom world settings are stored in /save/maps/*map_name*/, simply copy the folder and distribute it
Q: Are there dedicated servers?
Dedicated servers are possible by booting the client with a specific command
Q: Linux support?
Eventually will test with proton, it is possible that the game will work already if you disable d3d11 driver extensions
gpu.allow_driver_extensions= false in config.info
Q: How does voxel size work?
The voxel size value refers to the number of horizontal pixels between voxels, so it is resolution dependent and low values mean higher detail.
The default is 5, which works reasonably well for most systems since resolution and GPU capability are often related. If you have a high resolution monitor on a low end GPU you may need to raise this value.
If you have a higher end GPU such any RTX or AMD >= RX 590 it should be possible to lower the voxel size value to, perhaps to 4 or 3.
At 4k resolution on Nvidia with voxel size at 3, I've noticed issues with high draw count, so to compensate, I'd recommend increasing the voxel patch size to 30 or 40(the default is 20).
Building forms is a core aspect of the game. You can build many different shapes, each with adjustable properties.
There are hundreds of customizable shapes you can build, some procedural, some fractal, and some from baked distance fields
Mods allow you to further adjust shapes, some work on the space the shape exist within, some manipulate the shapes displacement
Ops control how the shape blends when applied to another shape
There are 15 ops to select from-with adjustable parameters
To spawn a shape you will need the amount of material as determined by volume, you can always devour material from the environment if you are low
The game is playable singleplayer, but you may find it more enjoyable with friends.
Players may host servers, doing so gives them control over the specifics of the world they are hosting. Use the in-game editor to create custom rules for generating your world, and set the rules that goven your world
You can choice to play cooperatively, building together, and exploring
There are no weapons, but it is possible to fight in an indirect way, throwing heavy objects at each other, or devouring one another
The world is persistant; all shapes created, and all damage done is permanent.
If you create a rockslide that wipes out the forest below, it cannot be undone
If you devour all lifeforms capable of creating new materials, you may find your world rather inhospitable
Travel to different regions of the world; forests, snowy mountains, and deserts are available in the default world rules(Or use the in-game tools to make new rules and new biomes)
If you find an interesting formation, try devouring it, you may learn a new shape, mod or op depending on the formations composition
Devouring other players artwork may not be the best idea..
You can clone any shape or combination of shapes if you have required material and energy
The same tools used by the devoloper are available to players. Use in-game editor to build custom rules describing shape clusters and distribution
Everything in the game uses Voxels(as signed distance fields), all geometry is generated at runtime, allowing the game to scale to wide range of hardware
Voxel detail is fully adjustable, it has no effect on gameplay
The game will be available for Windows, and will run on any dx11 capable GPU
It uses a custom engine that is capable of scaling to all cores
Makes heavy use of wide SIMD with AVX2
There is a fallback for those with older CPUs(SSE2)
There are no load times, the game boots and is playable nearly instantly.
The devoloper will continue to update the game, and is interested in player feedback