- Devlog #15: World Feel - 20 April 2026
Hello everyone! CaveVox will be participating in Steam's Medieval Fest from April 20th to April 27th.I decided it would be good to split the April update into two parts and release it partially now. Despite this, it is extensive and relates to the world feel of the game. The second part should be expected by the end of April as a Major Update.The previous update addressed many important issues regarding game progression. I initially wanted to make this update about improving the combat system, but halfway through the work it became clear — that something else was emerging, something I call "world feel". Therefore, the combat system has been partially updated and will be gradually improved upon.Knowing player feedback, playing with others, and performing some analytical actions, I arrived at significant improvements in this regard. I focused on making more moments in the game feel deeper…
- Devlog #14: Progress Update - 28 March 2026
Hello everyone! This is the 14th devlog. Over the past 25 days, a lot of work has been done — I’m happy to present the first Major Update (game version 260327), which focuses on game progression and greatly improves it. In total, I made about 100 changes of various scales, but I’ll only describe the most important ones.Progression is what will make you not only descend into the dungeon but also rise back up. It adds basic RPG mechanics. With each new update, this will become even more noticeable: you’ll need to manage resources, follow the world’s mechanics, and explore. In other words, it’s a real journey into the dungeon and back — a story that will be unique for everyone.Overall, there are quite a few things I didn’t manage to implement — roughly another ~100 changes. I mean that the size of this update could have been even bigger than it actually turned out. But I covered all the co…
- Devlog #13: Hotfixes - 3 March 2026
Hello everyone!This is a mini fix that I made over the last days — it fixes many important things. Work is also ongoing on other fixes and they will already be in the March update.Below is the list of versions and fixes that were made.260221Bug with game loading (related to the init system);Bug with overlapping windows at the start of the main menu.260225Wine/Proton works нормально with the network (except VPN tunnels on Linux);Settings migration added when loading a new version of the game;The build is compiled with MSVC instead of GNU, which is more stable on Windows;Game launch error fixed; The problem was that some users had processors without support for certain instructions). We are waiting for fixes in the iroh and ring libraries in Rust to fully fix this.260301Game launch error on Windows is better handled and optimized;The F3 key now correctly enables and disables the F…
- Devlog #12: Early Access - 20 February 2026
Hello everyone, this is the 12th devlog for CaveVox! I’m happy to announce that we are now in the 8th month of development and that the game is entering Early Access. There isn’t much content yet, but I plan to add a lot of major updates during Early Access, so please make sure to read the Early Access section and this devlog before purchasing the game.Seriously, many people who left reviews under the demo version read the description of the main game, not the demo, and didn’t check the devlogs before commenting that something was missing. So please read the Early Access section and the devlogs carefully!By the way, about the demo — it was tried by around 1,800 people. But since Early Access is significantly different from the demo, I have closed it. I don’t think it will return, as it’s not needed — reading further, you’ll understand why.Avelir StoryI’m also happy to announce that I’ve…
- Devlog #11: Multiplayer - 25 January 2026
Hi everyone! This is the 11th devlog for CaveVox. This time, I’ll be talking about the multiplayer aspects of the game. I also think I’m still on track to finish all the core features for Early Access, which is planned for mid-February. Before that, Devlog 12 will be released, where I’ll share more details. After Early Access, a large update is planned for March.I’m also happy to announce that CaveVox will participate in Medieval Fest 2026, from April 20 to April 27.MultiplayerWith the core foundations of the game completed, I moved on to implementing the multiplayer mode, which took about a week of focused work.As you know, I’m using Godot, which provides several levels of network functionality:Low-level API (ENet / PacketPeer / StreamPeer) — full control over protocol and logic;High-level Multiplayer API — replication, authority, ownership;RPC — function calls between clients and serv…
- Devlog #10: Surface - 8 January 2026
Hello everyone, welcome to 2026!There are a lot of changes in this devlog, most of them related to the surface above the dungeon. I wanted to create a well-developed starting location, as this is one of the few safe areas in CaveVox that the player will return to.SurfaceInitially, I thought about making it static, but then I decided it should work with chunks. So now there’s a separate generator for this task. Here’s what it does:The surface is created from dirt and grass. Grass can also have different types.Trees are generated across the map based on height. They come in different types and heights, mostly tall dark firs.Small objects like grass are drawn. In the future, I plan to add stumps and mushrooms as well.It’s important to note that the foliage is animated and sways, tree trunks are visible, and shadows from trees and grass are rendered.On top of this scene, a safe camp and the…
- Devlog #9: World & Interaction Update - 12 December 2025
Hello everyone! I’m continuing to share updates on the development of CaveVox despite a short break — more about that below.To begin with, I’ve decided to move the release from Q4 2025 to February 2026. This decision is based on several factors, but the main reason is that it’s a calmer period for publishing. I also feel the need to polish certain aspects of the game before Early Access. I hope this isn’t too disappointing — the game is coming, and there’s no point in delaying it for too long. Early Access will also receive a steady stream of updates to bring the game to a full release. I’ve updated the Early Access information on the Steam page and refreshed the game’s logo.Level GenerationAfter the Early Access announcement, I spent a long time working on a new level generation system. Because of this, I published fewer development updates — but the system is extremely important. The…
- Devlog #8: Generation Upgrades - 10 November 2025
Hello everyone!On October 10, the CaveVox demo was released and took part in Steam Next Fest: October 2025 — and several hundred players downloaded and tried it out. Thank you all for your support!Some players experienced a black screen issue on older Vulkan versions — this was related to outdated GPU drivers and can be fixed by updating them.Changes and improvements already made for Early Access:Improved lighting — it now flickers more naturally like real fire (can be disabled in settings).Reworked chunk and level generation system — now the internal blocks, items, and mobs are generated for the entire level before chunk rendering begins. This significantly speeds up performance. Chunks now save their state and can be unloaded to disk as the player moves away.Chunk size increased from 7 to 32 — previously, size 7 chunks were very fast and lightweight, but for the starting area we neede…
- Devlog #7: Demo - 10 October 2025
Hello everyone!The demo is available starting today, October 10, and will also take part in the Steam Next Fest: October 2025 from October 13 to 20! In this demo version, you can explore the first 5 dungeon levels solo, experience the atmosphere, and see the current state of the game.Later, in Q4 2025, the Early Access release is planned — where you’ll be able to play in co-op with friends! Your feedback and reactions are extremely important to me, so please play, share it around, and leave your impressions!Changelog: Tested on a 1GHz GPU — runs at 30–60 FPS on low settings; stable 60–80 FPS on a 2GHz NVIDIA GTX 1070 at high settings.Added mouse settings for X/Y sensitivity and inversion.Added a control guide panel in the main menu.Fixed lighting reflections and light loading (though object or chunk loading may still be visible).Fixed room generation bugs on certain levels.Improved gene…
- Devlog #6: Improvements and Demo Preparation - 1 October 2025
Hello everyone, this is day 106 of CaveVox development! I was absent for the past few days, so progress was on hold, but a few things were completed that are important to share:Main menu interface added – It shows part of the dungeon in real time. With the parallax effect, you can look around the scene by moving the mouse. Game settings added – Sound settings, game language, and advanced graphics settings. A shortcut icon to the game’s Discord channel was added in the main menu.Discord and Steam status integration added – Now it shows where the player is in the game, such as the level and floor name. In the demo version, having the Steam client is not required to play. Added transitions to deeper levels via staircases – Without loading screens, but in the demo you cannot go back to previous floors. Enemy spawning added to levels. The system now allows full control over the generation of…
- Devlog #5: Visual Upgrades - 24 August 2025
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 DemoThe 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 AccessEarly 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 feat…
- Devlog #4: Enemies - 31 July 2025
Hello everyone! Today is the 44th day of CaveVox development. In this devlog, we will talk about the dungeon enemies. The early stages of development were shared outside of Steam, but now we’ll regularly share our progress here as well!Monsters are a natural threat for any roguelike explorer. But CaveVox is not endless extermination of hordes, like in classic Action-RPGs. Here the player freely wanders through the dungeon floors, where not every room is filled with danger. Sometimes these can be barracks, dining halls, lobbies, or other rooms that change from floor to floor and create the feeling of a truly living world.The types of monsters partially overlap with Kingso, but as a prequel, CaveVox also introduces unique enemies. The dungeon keeps its own secrets: it spawns its inhabitants, replenishes their losses, and maintains balance, allowing the depths to remain dangerous.Take, for…