In this update7
Full notes
Full LithoBreak update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
LithoBreak changes
Another full moon, another LithoBreak update.
This one is all about the voxel terrain getting its legs under it — faster, clearer, and finally starting to look like something you’d actually want to explore (instead of something that looks back at you and says “work in progress”… which, to be fair, it still is).
What’s New
🌍 Voxel Terrain Visuals — Big Upgrade
The temporary placeholder materials are gone.
In their place: still-work-in-progress-but-way-better materials.
The surface now has:
More consistent textures
Better color pallet
Different textures for slopes and overhangs
It’s not final — but it’s heading in the right direction visually.
⚡ Terrain Loading — Prioritized Where It Matters
One of the biggest issues last update was terrain would load from lowest detail and load in the detailed close terrain last.
That’s been addressed.
Terrain now loads:
Closest to the player first
Then progressively outward
This means the ground beneath you appears almost immediately, then the distant hills come into view.
🛠 Faster Terrain Generation (Still Under Construction)
Under the hood, terrain generation has been improved.
You won’t see all of it directly, but you will feel it:
Faster updates when terrain changes
Less waiting for the world to catch up
More responsive mining and exploration
We’re not at “buttery smooth” yet — but we’re moving out of “brace for hitching” territory.
Dev Shots
To close this out, we’re including a couple development shots again this month. There is a lot of technical details that go into making LithoBreak work. If you like to see these sort of things, then we encourage you to check out our Discord.
Steam post imageA character standing inside a freshly carved voxel hole, showing the terrain textures blending between flat and sloped sections.
Steam post imageThe underlying collider mesh that makes those holes actually work
Full Moon Cadence
As always, updates continue to land each full moon.
Sometimes clean. Usually messy. Always forward.
What’s Next
Continued terrain performance improvements
Better visual fidelity across LODs
Metals (finally)
We’re getting closer to the point where the terrain isn’t just impressive…
…it’s playable.
Thanks for building with us 🌕 — Tau Ceti Labs
Source
Changelog.gg summarizes and formats this update. How we read updates.
