#Infiniterra (Voxel Game)

4 messages · Page 1 of 1 (latest)

onyx hill
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Hello there! I’m working on a voxel sandbox / survival game in Godot, focused on atmosphere, exploration, and making caves and nights feel genuinely creepy.

Infinite procedural worlds (xyz), voxel buliding, fluids, dynamic lighting, lots of ambience.

Steam page just went live, so feedback and wishlists are hugely appreciated 🙏

http://store.steampowered.com/app/4428380/

Infiniterra is an atmospheric voxel sandbox game focused on exploration, survival, and eerie nights. Explore dangerous caves, shape your world, and uncover what lurks beneath the surface. Built with a strong focus on atmosphere, expandability, and quality-of-life features.

Core Features (What’s in the game as of 02/2026)
*

Release Date

2026

manic wind
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Great work. Can I ask what the overall design goal is for Infiniterra? Is there a particular angle of gameplay or a new system you have in mind to make this game different from Allumeria, Vintage Story, Cosmic Reach and of course, Minecraft?

onyx hill
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Hi, great question! Since I’m a solo developer, I'm not trying to compete head-to-head with the giants. Instead, I'm trying to set out a specific niche that focuses on contrast and atmosphere.

My goal is a world that feels cozy and familiar during the day, but then 180's those feelings at night and in caves. I'm leaning heavily into the creepy, and liminal uneasiness that these kind of voxel games can naturally radiate (think of early Minecraft alpha/beta builds).

On the technical side, the engine allows for things like natural vertical biomes (very similar to the layers in Terraria for example), which opens up really cool world exploration/progression possibilities. I'm also building everything mod-first from the ground up, making block definitions, crafting recipes, items and such easily accessible.

Long-term, I want to replicate the kind of emergent tension/social horror seen in games like Lethal Company through proximity voice and dynamic audio effects. I think that blend of casual sandbox gameplay and high-tension atmospheric exploration is something that could be extremely fun together with friends. But at the moment, I'm focusing to get the core gameplay and features for the game right in singleplayer, so that's for the future ^^

ripe crescent
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this is awesome love seeing this kind of game especially infinite worlds in godot