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Spoxel has now been released on steam and is available for purchase!
spoxel released on steam
The steam page is now up for Spoxel and the first trailer for Spoxel has been released!
steam page, trailer, and beta testing oh my
World generation has changed significantly to provide more interesting terrain. All the better to use TNT with.
to create the world.... or blow it up
All about customizing the world around you through color in Spoxel!
painting all the things
Frost dungeon revamp and lots of new content to show off!
do you want to build a snowman?
Some screenshots of the new player models and hair customization.
new player model
Lots of new screenshots to show off for Spoxel with our progress over the last few months.
screenshot explosion
Spoxel is finally in alpha. Time to push forward to the next milestone.
the underworld
Lots of new updates for Spoxel! Alpha is quickly approaching and only a few more tasks remain.
the last few blocks before alpha
Showing off the beginnings of a new boss fight as well as a few new spell runes for building spells.
boss fights and floating into a void
Since the last update I've upgraded the game engine, added new mutators for projectile spells, and added some new quality of life features.
new spell mutators and engine upgrades
I've been busy adding all sorts of new items, blocks, and entities. This update includes flaming chickens and new biomes.
chicken projectiles and other content changes
I spent most of my time the last few weeks working on performance enhancements but I also managed to add SSAO and a new background system into the game...
performance improvements and ssao
Lots of new changes including but not limited to character customization, dungeon changes, and new spell effects!
character customization and new spell effects
The last couple of weeks I have been focusing on content generation. I finished the new structure generation mechanic. I've also worked on adding new...
world generation and block shapes
One of the biggest changes since the last update is the complete rewrite of how I handle player input. I also worked on some new spell visual effects.
networked input and spell effects
The last few weeks have been busy with changes to the spell system as well as bug and performance fixes for the engine.
engine changes and new spell art
This past week has been spent working on new spell effects and the early implementation of action sets.
action sets and beam spells
I just wanted to write a quick news post since Spoxel is on IndieDB to let everyone know what the status of the project is.
update and new spellcrafting ui
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