Game
CaveVox
2 months ago

Devlog #5: Visual Upgrades


Hello everyone! It's been 23 days since the last devlog, and today, on the 68th day of CaveVox development, I'll share the numerous changes that have taken place during this time.

CaveVox Demo

The CaveVox demo is scheduled for release in early October 2025. You can already add it to your wishlist and try it for free when it's released. In the demo, you'll be able to explore the first floors of the dungeon, get familiar with the gameplay, and immerse yourself in the game's atmosphere. The demo will be single-player only, and your feedback will be extremely important for further development.

Early Access

Early access is planned for Q4 2025. The game will cost $10 (less than the $12 release price) as a token of support for players. There will be no DLC — all updates will be added to the purchased game. Early access will include cooperative play with friends, as well as new dungeon levels featuring unique elements, monsters, and gameplay. Localization into multiple languages is planned — details will be available on the game pages.

Graphics and Visual Improvements

The game now looks visually smoother and more pleasant. Shaders, shadows, lighting, textures, and item models have been improved. For example, vines can now grow on the walls, and in the future, web generation and various item states will be added: intact, slightly damaged, and fully broken — depending on the dungeon level.

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The rendering system has been completely rewritten, reducing hardware requirements. For example, invisible parts of the map are now culled.

Item generation has become fast and predictable: objects are now placed on a grid, which is suitable for a voxel world and eliminates visual glitches.

New types of rooms have also been added, with different sets for each dungeon level.

Sounds and Interface

Environmental sounds and SFX have been refined: attacks, jumps, running. The interface has also been updated: the map is now at the bottom left, and the character status is at the bottom right, freeing up space in front of the player and making controls more convenient.

This is just part of the changes — I'll cover many smaller updates in future devlogs. Thank you for reading until the end! Join our newly created Discord server to discuss the game.



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