Voxel Turf is a block based city builder/action adventure game. Build cities or destroy them. Start businesses or rob them. Nurture your citizens or subjugate them. Build a real estate empire, or perhaps just drive around and blow stuff up. Its your choice! Voxel Turf allows you to be the force of benevolence or the agent of chaos in a city of your creation.

You can explore, expand, modify and destroy every block of every building. The best part is that you can do it all with your friends in a multiplayer game!

Key Features

  • Build amazing structures with over 15,000 types of blocks in over 100 categories.
  • Build sprawling cities with either the over 50 prebuilt buildings, or build your own in-game!
  • Wide range of vehicles including cars, a tank, helicopters and even a rideable shopping trolley!
  • Earn cash from either completing missions, or managing a real estate empire.
  • Destroy and vandalise areas with explosives, weapons and tanks.
  • Interact with citizens and complete missions to earn money and goodwill, or cause mayhem and chaos.
  • Decorate blocks with paint and decals
  • Various non-cube construction blocks, including ramps, stairs, steps, allowing you to build things like pitched roofs and ultimately more realistic looking buildings.
  • Build intricate contraptions using switches, mechanisms and circuits
  • Explore and raid bandit bases for loot.
  • Build bases and fortify them to project your power over your territory. Have turf wars with other players to capture territory!
  • Multiplayer over LAN or Internet. Either compete, cooperate or just muck around with other players.
  • Soundtrack of over 80 minutes in length
  • Lua scripting for easy moddability with a C++ scratch-coded base game engine for performance.

No Nasties:

  • No in-game transactions

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Electronics And Mechanisms

Automatic doors? Combination locks? Timed explosions? These are all achievable using electronics and mechanisms!

This Dev Diary goes through the mechanisms in the game, and the electronic circuit blocks that can be used to control them.

el electronics headerAbove: An assortment of doors, switches, integrated circuits and other mechanisms.
Note: The input/outputs (red circles/blue squares) and cables connecting them are invisible
unless you are holding a mechanism or a cable

The Voxel Turf electronic system allows you to link some blocks to each other with cables. For instance you can connect a door to a lever to control it. For all mechanisms the blue square is the input and the red circle is the output. Simply use a cable to link one input to one output to connect them!

So how does it work? To begin, electronic devices can have two states: Low (or Off), or High (or On).

el leversAndIndicators

If you wish to connect one output to multiple inputs you'll have to use Splitters. Finally, to hide the clutter cables and ports are only visible if you have a mechanism or cable selected.

el splitters
Splitters are used to send a signal multiple places


el doorBlockLiquid
A 3-Lever Combination Lock, with indicators showing the state of the lock.

el doorBlockLiquid
Liquids can pass through open doors, can be useful to create acid or lava traps!

el drawbridge
Big retractable doors can be used to make drawbridges!

el explosive mine

Explosive Crates can be hooked up to a detonator and a pressure sensor to create powerful land mines!

el woodenDoubleDoor
Doors can be wired to each other to make them open and close as a group

Integrated Circuits

In this section we'll find out how the integrated circuit blocks work.

Basic Utility

el buffersFrom Left To Right: Delay Buffer, Not Gate, Frequency Halver, Edge Detector

DELAY BUFFER – Delays a signal by 1 tick (half a second).
NOT – Inverts a signal – On becomes off and off becomes on.
FREQUENCY HALVER – Flips state every second pulse. Use this to convert buttons into switches.
EDGE DETECTOR – Acts like a Frequency Doubler, it flips state every edge (every transition from high to low or low to high). Use this to make a switch behave like a button.

Logic Gates

el basicgates
Top Row: AND, OR, XOR, Bottom RowNAND, NOR, NXOR

AND – Output is high if both inputs are high.
OR – Output is high it at least 1 input is high.
XOR – Output is high if 1 input is high and one input is low. This is good for implementing a light controlled by two switches.

Logic gates also come in inverted states:
NAND – Works like an AND gate with inverted output. Output is low if both inputs are high, high otherwise.
NOR – Output is low if either input is high.
XOR – Output is high if either both inputs are high or both inputs are low.


el rslatch

RS Latch – Has two inputs (S = Set and R = Reset) and two outputs (Q and NOT Q). If S receives a high pulse then Q is set to high. and remains high until R is pulsed. This is useful for setting and reading a state of something. For example you have an area with an entrance and an exit, and you want to know if a player is in the area. You can have a pressure sensor at the entrance wired to S, and sensor at the exit wired to R. If Q is high then the player is in the area.

Clocked Integrated Circuits

el clock
Above: An example of a clock pulse generator. An XOR gate has its output feeded back into it,
causing it to flip state every tick. Pulling the lever will disable or enable the clock.

These are more complex, but extremely powerful integrated circuits.

JK Flip Flop - Works like an RS latch (J=S and R=K), but only updates when a pulse is sent to the clock input (>). If both J and K are high when a pulse is received, the output is toggled.


el counter
Reading the lower 4 bits of the counter in No Clock mode

This is a 8 bit binary counter. You can use this for timing or counting things. It has two modes of operation:
1. No Clock (Timer Mode)
Do not connect anything to the clock input for this mode. This has 2 remaining inputs: I = Integrate, R = Reset. If I is high then the output increment once per tick (once ever half second). If R is high then the output resets to zero.

2. Clock Wired (Counter Mode)
When a pulse is detected on the clock input the device updates. If I is high then the count increments. If R is high the count resets.

el shiftRegister
Above: SIPO and PISO Shift Registers, and the 4-Bit Full Adder

SIPO Shift Register - SIPO means Serial Input, Parallel Output. When a clock pulse is received the state of D is written to output 1, the state of output 1 is written to output 2, 2 to 3, etc, and the state of output 8 is discarded. If R is high, the output is reset to zero.

You can use this to store numbers, such as the number of times a player has walked over a pressure sensor

PISO Shift Register - PISO means Parallel Input, Serial Output. The state of D is initially set to be whatever input 1 is. When a clock pulse is received D changes to input 2. Another clock pulse will set it to input 3, etc. After input 8 it jumps back to input 1.

4 Bit Full Adder With Carry - For a description on how a full adder works check out the wikipedia page. In a nutshell this is used to add two 4-bit binary numbers. To extend this to 8 bits, 12 bits, etc, you can tie the carry out and carry in bits between Full Adders.

That's it for this week! For updates, please Watch Us on IndieDb, or follow us on Steam or Facebook!

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Dev Diary 4: Weapons (Part 2) - Rockets, Explosives and Blast Resistance

Dev Diary 4: Weapons (Part 2) - Rockets, Explosives and Blast Resistance


What is the point of a block game if you can't destroy everything around you? This Dev Diary is covers Rocket Launchers (yes multiple types), Grenades...

Dev Diary 3: Weapons (Part 1) - Small Arms and Weapon Mods

Dev Diary 3: Weapons (Part 1) - Small Arms and Weapon Mods


Weapons are important to keeping you and your civilians safe and besides, who doesn't like a good firefight? A keen knowledge of weapons can give you...

Dev Diary 2: Economic Engine (Part 2) - Desirability, Safety, Insurance, Repair and Custom Buildings

Dev Diary 2: Economic Engine (Part 2) - Desirability, Safety, Insurance, Repair and Custom Buildings

News 6 comments

What influences the value of property? How do you protect your creations from griefers? Can you make and populate your own buildings in-game? This is...

Dev Diary 1: Economic Engine (Part 1)

Dev Diary 1: Economic Engine (Part 1)


How does the economics of city building work in Voxel Turf? This is Part 1 of our series looking into the intricacies and game mechanics.

Comments  (0 - 10 of 19)

Havent heard of this for a while now. How's it coming along ?

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And there is a theme to be able to get a job?

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finally, gta + minecraft grafics?

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SnapperTheTwig Creator

You get to build (or destroy) cities too ;)

Reply Good karma+1 vote

I just want to enjoy the generator if theres any <3

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SnapperTheTwig Creator

There is a random city generator in the current internal build

Reply Good karma+2 votes

Ok then there are my questions about it:

How id does select what buildings goes where (The engine rules) i does it prevent to do some funny looking bugs like a Whole street of dought vendors? (This is more likely in the "mayor's management" area of the game, specially if uses a system similar to sim city, where you only tells the engine to place certain type of buildings, in this case comercial, over a big area) or are they handpicked by players? If thats the case, how does the engine know where to place a building to avoid silly things to happen like that? also, what about the bridge placement? or what about the population generation? is just a bunch (of fully customisable) textures, and name engine? (if thats the case, how the engine choses Who ask you what mission kind from the pool? if would be funny if "Nanna Stormbolt" who work as "teacher" ask you for assassination mission (please, do that a "Easter egg" level possibility in the engine lol)
If that inst the case, how does it work? and again, how the engine choses who ask every mission?

Another thing i wanted to ask, its about the singleplayer "server" what about that?

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How do I get this? My birthday is in 5 days so i'll have money, and there's no place I can purchase this anymore. Which is very frustrating because I really, really want this game.

Reply Good karma Bad karma+2 votes

Oh man, i'm not dissapointed. This is going to be worth every penny i'm sure of it. I'm already loving it and it isn't done yet.

Reply Good karma Bad karma+1 vote

Do you have plans about the workshop and mods ?

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SnapperTheTwig Creator

This is my design for mod support:
Mods will work by placing files in a "mods" directory, and these files will be loaded in preference to game files.

For instance /mods/my_mod/scripts/general.lua will be loaded in preference to /scripts/general.lua if "my_mod" is enabled

Reply Good karma+1 vote

Interesting and will you allow absolutly everything to be modified, i mean adding NPC, Vehicles etc ?

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SnapperTheTwig Creator

As much as possible - you can currently add or change NPC skins, NPC scripts, bot AI, new shops, new textures, new missions, number of textures, new blocks, custom circuit blocks, custom events for colliding with blocks, etc, etc. A lot of the game logic is done in Lua.

You can currently add/change vehicles, but you can only really adjust the stats and appearance of existing vehicle types.

Reply Good karma+1 vote

It's still pretty great, thank you so much for your answers. Good luck for the futur :)

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Latest tweets from @snapperthetwig

Been making Gifs for a new dev diary - this one upcoming is on circuits and mechanisms!

May 31 2016

New Dev Diary! This on is on Rockets, Explosives, Detonators, all that good stuff ^_^

May 20 2016

New Dev Diary! This on is on Small Arms and Weapon Mods! #indiedev

May 8 2016

New Dev Diary is up! #indiedev

May 1 2016

Lot information now has a breakdown on lot population

Apr 27 2016

New Dev Diary! #indiedev

Apr 23 2016

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