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Steam News1 April 20264mo ago

Voxel Visuals

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 s

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

1 fix1 addition21 changes0 removals
  • Maps
changedAnother 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).
changed🌍 Voxel Terrain Visuals — Big UpgradeThe temporary placeholder materials are gone.
changed🌍 Voxel Terrain Visuals — Big UpgradeIn their place: still-work-in-progress-but-way-better materials.
added🌍 Voxel Terrain Visuals — Big UpgradeThe surface now has:
changed🌍 Voxel Terrain Visuals — Big UpgradeMore consistent textures
changed🌍 Voxel Terrain Visuals — Big UpgradeBetter color pallet

LithoBreak changes

changedThis 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).
changedThe temporary placeholder materials are gone.
changedIn their place: still-work-in-progress-but-way-better materials.
addedThe surface now has:
changedMore consistent textures

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

Steam News / 1 April 2026

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