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- Blockscape
Unstable branch updated with settings for lower end machines
Hi! If you opt in the unstable branch you can now test some experimental settings for lower end machines. The recommended setting for low end machines is now as follows: Startup dialog: View distance: Very low or Low Sh…
- Blockscape
Blockscape BSNG v14 released
It's finally out! I have worked so hard on this release. It's still far from what I have in mind but at least we are one big step closer. I really hope you like it! Highlights in this update: Modular building parts and…
- Blockscape
Some info about the next update
Hi! Time flies. I'm working really hard here to give you the next update and sometimes some things just takes a lot of time. Here is what to expect in the next update: Procedural building are now made of modular buildin…
- Blockscape
Unstable branch updated (v14 preview 3)
Hi! Highlights in this update: Lots of changes to materials and plants: More variation, seam fixes, new plants, second procedural layer, distant terrain normal mapping and more... Upgraded world generation: Grass can gr…
Regular Update - Blockscape
Unstable branch updated (v14 preview 2)
Hi! Highlights: Many new modular building parts Level and Raise/Lower terrain tools Reworked snapping logic. Full list of changes since last stable update: // Added support for Modular Building Parts. // Added many Modu…
Regular Update - Blockscape
Unstable branch updated (v14 preview 1)
Hi! This preview adds Modular Building Parts. Please help me test. Full list of changes: // Added support for Modular Building Parts. // Added many Modular Building Parts. More to come. // It is now possible to paint al…
- Blockscape
Some info about v14
Hi! Next update is my christmas present to you. It includes something new called Modular building parts. It allows you to build big things much faster. Instead of building a house block by block you can now place entire…
- Blockscape
Blockscape bsng v13 (build 4469862) released!
Hi! Highlights: To make the landscape a bit more interesting I added cliffs. They are great places to build on as the top is flat. Improved lighting. Sky lighting is now more realistic and foliage lighting is much bette…
- Blockscape
Nominate Blockscape!
10 years later and I'm still here working on Blockscape. What a ride it has been!
- Blockscape
Unstable branch updated (v13 preview 4)
Hi! Mostly changes and fixes related to input from you. Current list of changes since last stable update: // Hit distance for bugs is now same building distance. // Improved sky lighting. // Corrected snow covered grass…
- Blockscape
Unstable branch updated (v13 preview 3)
Hello! Current list of changes since last stable version: // Hit distance for bugs is now same building distance. // Improved sky lighting. // Corrected snow covered grass color // Better texture and normal maps for sno…
- Blockscape
Unstable branch updated (v13 preview 2)
Hi! Current list of changes: // Hit distance for bugs is now same building distance. // Improved sky lighting. // Corrected snow covered grass color // Better texture and normal maps for snow and sand // New poly tool.…
- Blockscape
Unstable branch updated (v13 preview)
Hi! The current set of changes are now stable enough for the unstable branch. Let's celebrate with a piece of cake. :P Current list of changes: // Hit distance for bugs is now same as building distance. // Improved sky…
- Blockscape
Some info about bsng v13
Hi! I have been prototyping new building tools for some time and I think i finally have something that works good. It is a kind of polygon/plane voxel fill tool. You select the corners of a polygon and then hit enter to…
- Blockscape
Blockscape bsng v12 (build 4253349) released!
Hi! Not a very exciting but well needed update. Full list of changes: [x] Better scaling of inventory items 3d objects. [x] Fixed loose objects not always deleted when nothing to snap to. [x] New mesh optimization algor…
- Blockscape
A public apology
Hi, Developing this game has been a very complicated jorney. A long winding road with many road bumps and dead ends. Reaching dead ends forced me to go back to the drawing board and redesign large parts of the game form…


