In this update9
Full notes
Full Voxel Playground update
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What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Fixes
- Store
Voxel Playground changes
This update makes Voxel Playground easier to learn, more fun to fight in, and more stable when the sandbox gets chaotic. It brings a bigger tutorial, stronger mod support, new mod experiences, better combat feel, improved lighting, and more reliable destruction.
New Tutorial Work
The tutorial has been expanded with a dedicated tutorial scene. It now teaches more of the sandbox directly, including opening the hand UI, driving, ranged weapons, melee weapons, the Gravity Gun, the Linker, the Thruster, climbing, building, and finishing the tutorial route.
There is also a tutorial easter egg for players who explore a little. This should make the early-game onboarding smoother and give new players a better first impression of what the sandbox can do.
Bigger Modding Foundations
This update significantly upgrades the foundation of our modding ecosystem.
Mods are now powered by TypeScript/JavaScript, bringing much faster iteration and compilation times, Hot Reload support, and more reliable mod loading and unloading. This allows creators to develop, test, and refine content far more efficiently than before.
With the updated ModTK, creators can build deeper custom characters, avatars, vehicles, weapons, scenes, special abilities, enemy behaviors, music, UI, and scripted interactions.
The overall mod creation workflow has also been improved with safer runtime behavior, streamlined testing, refreshed documentation, and a smoother development experience across both VR and Flatscreen modes.
New and Improved Combat
Combat should now be easier to read and more satisfying moment to moment.
Melee weapons now have a clearer parry system: fast, well-timed weapon movement can block or deflect attacks instead of every fight turning into a simple exchange of hits. Swords and blades should connect more reliably, stab behavior is cleaner, and long weapons should feel less sticky when they hit enemies or objects.
Ranged weapons also received a pass. More guns now have improved recoil, aiming is smarter at different distances, projectiles and arrows deal damage more reliably, and enemies using rifles, shotguns, and laser weapons should behave more consistently.
Enemy behavior is smarter too. Zombies and soldiers are better at finding targets, getting around obstacles, and switching tactics when the player gets close. The result should be fights that break less often and enemies that spend more time actually pressuring the player.
New Mods
Some of the biggest new experiences in this update arrive as separate mods, built with ModTK and shared through the Voxel Playground mod hub on mod.io.
Other new or refreshed mod content includes Helicopter, FlameSword and Facial Expression. These cover a mix of avatars, special abilities, vehicles, weapons, scenes and characters examples.
Check the Voxel Playground page on mod.io for the latest published mods and updates.
Better Scenes, Vehicles, and Sandbox Tools
Several maps and sandbox scenes received content and polish. The Construction scene has improved lighting, clearer controls for waves and item spawning, better spawn placement, crane and demolition truck tuning, new mechanical sounds, and more stable vehicle behavior.
The update also adds or refreshes character setups for zombies, soldiers, workers, giants, and modded titan-style characters. Default blueprints were improved with a sample big house, and large spawned builds should be less likely to break immediately.
Rendering and Atmosphere Upgrades
Scenes should now feel more immersive, consistent, and atmospheric after this update. Tutorial and several mod scenes received lighting, sky, fog, and color tuning passes to create stronger moods and reduce visual mismatches between environments.
PCVR and Flatscreen versions now also support Screen Space Reflections (SSR) and multi-colored voxel lighting, bringing more dynamic reflections and richer environmental visuals to gameplay.
Lighting performance and stability have also been improved, especially in large-scale or heavily destructible scenes.
Physics, Destruction, and Performance
Destruction should feel more responsive and consistent. Heavy hits should create visible damage with less delay, fragments should behave more reliably, and large chaotic scenes should hold up better when a lot of objects are breaking at once.
Picking up and throwing objects should feel better too. Objects now carry more believable momentum when released from your hand, so tossing weapons, props, and other rigid objects should feel less dead or floaty.
Grabbing characters has also been cleaned up. Held NPCs should be less likely to break apart from small bumps, and collision behavior while carrying someone should be more reliable, while still allowing your hands to interact naturally.
Across the sandbox, stability should be better during intense moments. In normal play, that means fewer strange physics explosions, fewer stuck or floating objects, and fewer crashes when the scene gets busy.
Quality Fixes Across the Game
This update includes many smaller fixes that add up:
Fixed several crash cases.
Fixed menu, credits, death screen, settlement victory, settings, and world panel issues.
Fixed climbing, ladder teleporting, flying near obstacles, camera behavior, and VR interaction ray issues.
Fixed inventory, backpack, purchased item, held item, and vehicle entry behavior.
Fixed character spawning, avatar switching, avatar selection, attachments, and mod character equipment issues.
Fixed edge cases where destructible or protected objects could break, restore, float, or get stuck incorrectly.
In Short
Voxel Playground 0.4 is not just one feature. It is a broad systems update: richer tutorial content, stronger mod support, improved combat, sharper rendering, more stable physics, smarter AI, and a lot of quality-of-life cleanup.
Thanks for playing, breaking things, testing weird builds, and sending feedback. This update is built around making the sandbox more playable today and more expandable for the mods and scenes coming next.
Source
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