Golden hour seen from 700 metres over a voxel archipelago: a forested reef island in the foreground, a calm golden sea, and a jagged mountain island under backlit clouds.

Voxirae: A voxel game engine for worlds you can fly across, dig into and sail around.

Lens shows

Move over the frame to look inside it. Keys 1 to 5 switch the view.

Tap the frame to look inside it.

voxels at the finest level
5 cm
view distance, by default
8 km
GPU time per 1440p frame, every effect on
5.4 ms

Closed beta sign-ups are open. Release window: Q2 2027.

Real-time frame from Voxirae. Golden hour, 700 m over the archipelago.

Every world in Voxirae is built from five-centimetre voxels, generated and lit on the GPU, and streamed fast enough to cross at a thousand kilometres an hour without a single hole.

There are no meshes to rebuild when you dig, and the light updates as the world changes.

Five centimetres up close. Eight kilometres to the horizon.

The world around the camera lives in eight nested levels. Each level doubles the voxel size and the distance it covers, so detail goes where you can see it. When a fine level is not ready yet, rays fall back to the coarser one: coarse first, never a hole.

The eight levels of detail around the camera, from 5 cm voxels within 64 m to 6.4 m voxels at 8.2 km.
Level Voxel Reach
L0 5 cm 64 m
L1 10 cm 128 m
L2 20 cm 256 m
L3 40 cm 512 m
L4 80 cm 1 km
L5 1.6 m 2 km
L6 3.2 m 4.1 km
L7 6.4 m 8.2 km
The eight levels of detail around the camera, from 5 cm voxels within 64 m to 6.4 m voxels at 8.2 km.

Chunks of 32³ voxels are generated on the GPU and kept in fixed-size slots, so nothing is allocated while you play.

Built for speed

On autopilot at 1,000 km/h the engine averages 234 fps with dynamic resolution, and only 2% of pixels ever fall back to a coarser level.

And for size

Big-world mode adds levels for a 32 km window and streams tiled worlds, such as a 41 × 41 km archipelago with 27 islands.

Anatomy of a frame

The frame at the top of this page, rebuilt the way the GPU builds it. Scroll to add each stage.

  1. Rays

    Every pixel marches a ray through the world: empty space in big leaps (column tops, 8³ blocks, 4³ bricks), then single voxels near the surface. Blue took few steps, red took many.

    3.00 ms
  2. Levels of detail

    Each ray hits the coarsest level whose voxels still fit inside the pixel. Nearby: 5 cm. On the far mountains: metres.

    in the ray pass
  3. Surfaces

    Materials are computed while shading: grass, sand, rock bands, snow and seabed come from height, slope, moisture and temperature, not from textures.

    in the ray pass
  4. Sunlight and global illumination

    Shadow rays toward the sun, voxel ambient occlusion, and DDGI-style probe cascades that let light bounce without a limit.

    0.64 ms
  5. Water

    A JONSWAP-spectrum FFT ocean in three cascades, with Fresnel reflections, refraction, absorption and shore foam.

    0.75 ms
  6. Atmosphere

    Height fog and froxel volumetric fog lit through the sun map: the haze that turns gold when the sun is low.

    0.42 ms
  7. Clouds

    A volumetric layer between 1.5 and 4 km on a round planet, with multiple scattering and shadows on the ground.

    0.39 ms
  8. Temporal resolve and post

    TAA (or FSR 3.1, DLSS), exposure, bloom and ACES tone mapping. The frame is done.

    0.37 ms
The hero frame as a heat map of ray steps: blue over open water, yellow and red along the mountain silhouettes. The hero frame coloured by level of detail: one colour per clipmap level, finer near the camera. The hero frame showing only surface colours: green forest, pale sand, grey rock, the seabed under the water. The frame lit by the low sun with shadows and global illumination, with no water, fog or clouds yet: the seabed is visible. The same frame with the ocean added: turquoise shallows over the reef, deeper blue beyond. The frame with the atmosphere added: a golden haze over the sea and the distant mountains. The frame with volumetric clouds added, lit from behind by the setting sun. The finished frame after temporal anti-aliasing, bloom and tone mapping.

Total GPU time 5.90 ms

GPU times measured on this frame at 2560 × 1421 on an RTX 3080 Ti (High preset, render scale 1). The images are rendered at 2× for this page.

Drag the sun.

Same island, same camera, one sun angle. The sky colour, the air mass that reddens the light, the cloud lighting, the moon and the stars all follow it.

The same view over the archipelago at a different time of day.

Worlds that move, weather and glow.

Every system below is in the engine today. Every image is a real-time frame.

Low over an open sea at sunset: dark waves glittering gold, a mountain island against bright clouds.

Open water

FFT seas with swell, chop and foam, shore waves that run up the beach, and sun glitter on every crest. Ships read the same wave heights on the CPU, so buoyancy matches what you see.

Above a sea of sunlit cumulus clouds at sunset, islands visible between them.

Above the clouds

Volumetric clouds you can fly through, lit by the real sun with multiple scattering. Their shadows sweep the ground up to 64 km away, and a sky probe feeds water, mirrors and GI.

Inside a voxel forest with sunbeams slanting through the haze between the trunks.

Light through leaves

Froxel fog lit through the sun map: shafts between trunks, haze between mountains. Lamps and headlights light the fog too, with shadows.

A snowy coast with footprints and tyre tracks leading past a house.

Weather that stays

Rain soaks surfaces and fills puddles. Snow settles on terrain and on objects. Footprints and wheel tracks stay in snow and sand. Sea fog rolls in. Seasons change the land.

A turquoise lagoon framed by rocky banks and palm trees under cumulus clouds.

Lakes, lagoons and rivers

Lakes are carved into the terrain with natural shores, rivers flow, shallow water shows its sand. Above the freezing line the lakes ice over.

A two-masted ship with full white sails on a blue sea.

Sails that fill

Deformable voxels on bones: sails that fill and furl, flags, ropes, anchor chains, hair, foliage and clothing, at 1 to 2.5 cm.

Everything a game needs, already wired.

Voxirae is a full engine, not just a renderer. Systems a game may not need are plugins you switch on per project.

Under the hood

Language
C++20
Graphics
Vulkan 1.3
Shaders
Slang
Physics
Jolt
Game UI
RmlUi (HTML/CSS)
Build
CMake, one executable

Rendering

  • Compute ray marching of sparse voxel clipmaps
  • DDGI-style global illumination, unlimited bounces
  • Sun, moon and local light shadows; voxel AO
  • Froxel volumetric fog and light shafts
  • Volumetric clouds with ground shadows
  • TAA, AMD FSR 3.1, NVIDIA DLSS and DLAA, Reflex
  • Dynamic resolution and measured quality presets
  • Glossy, metal, glass and emissive materials
  • Particles, explosions, smoke and decals
  • Render-to-texture views and split screen

Worlds

  • Endless streamed terrain with biomes, caves and lakes
  • Bounded maps dressed with vegetation stamps
  • Tiled big worlds from recipes, with rivers
  • Digging, filling and mining at runtime, saved
  • FFT oceans, shores, lakes and rivers
  • Rain, snow, sleet, puddles, tracks and seasons
  • Deformable voxels for cloth, rope, hair and plants

Models and characters

  • Voxel models with their own voxel size, 1 to 10 cm
  • Automatic LODs and sparse storage on the GPU
  • Up to 16.7 million instances
  • Procedural humans, garments and worn gear
  • Character creator with outfit presets as data
  • Built-in voxel modeler

Gameplay

  • Gameplay framework: entities, components, prefabs, rules, teams
  • Jolt physics with voxel colliders
  • Character movement with vault, mantle and climb
  • Projectiles and ballistics, explosions with cover
  • Body regions, hit volumes and ragdolls
  • First-person animation with hand and arm IK
  • Camera manager, interaction, doors
  • Items, inventory and crafting

Multiplayer

  • UDP transport with a reliable channel
  • Dedicated headless servers and LAN discovery
  • Entity replication with interest management
  • Client prediction, reconciliation and lag compensation
  • Server-authoritative inventories and doors
  • Reconnect and recording

Audio

  • 3D sound, WAV and OGG
  • Procedural synth sounds and speech
  • Sound propagation through walls, corners and doors
  • Speed of sound, rooms and reverb
  • Footsteps by surface, AI hearing on servers

Interface

  • HTML and CSS game UI with live preview
  • Screen framework: HUD, menu and modal layers
  • Gamepad navigation, toasts, tooltips, dialogs
  • Ready-made settings screens

Foundation

  • Reflection with versioned, migrating saves
  • Gameplay tags and input actions with rebinding
  • Localization with plurals, dates and money
  • Data assets with mod layers and hot reload
  • Console, cvars and remote admin
  • Profiler, visual logger and crash dumps
  • Portable release packaging

Editor and tools

  • Projects, scenes and a content browser
  • Viewport tools and plugin panels
  • Material and character editors
  • Automated and headless network tests
  • Docs written as task cards for AI coding agents
  • MCP tools: build, check shaders, render, inspect a live game

Measured, not promised.

RTX 3080 Ti, Core i9-12900KS, 2560 × 1421 output, every effect on unless noted. Median GPU frame times from the engine’s own benchmark runs (September 2026).

Quality presets
PresetGPU frameFrame rate
Low 4.61 ms 217 fps
Medium 5.12 ms 195 fps
High (default) 5.47 ms 183 fps
Ultra 5.53 ms 181 fps
Upscalers
ModeInternal resolutionGPU frameFrame rate
Native TAA 2560 × 1421 5.28 ms 187 fps
FSR 3.1 Quality 1707 × 947 4.17 ms 238 fps
DLSS Quality 1707 × 947 4.40 ms 224 fps
FSR 3.1 Performance 1280 × 711 3.10 ms 317 fps
DLSS Performance 1280 × 711 3.50 ms 282 fps
DLAA 2560 × 1421 6.32 ms 156 fps
Streaming at speed
RunAverage1% lowCoarser pixels
Autopilot, 300 km/h 241 fps 156 fps 0.045%
Autopilot, 1,000 km/h 234 fps 164 fps 2.0%
Car, 150 km/h 217 fps 150 fps 0.007%
Dynamic resolution on (target 5 ms). “Coarser pixels” is the share of pixels drawn from a coarser level than wanted while the world streams in.

The road to Q2 2027.

Where the engine stands today. The release window is the second quarter of 2027.

In the engine today

  • Renderer, streaming and big worlds
  • Oceans, clouds, weather and seasons
  • Gameplay framework, physics, movement
  • Networking and replication
  • Characters, clothing and wearables
  • Effects, explosions and sound propagation
  • Editor, packaging and automated tests

In development

  • Animation
  • Items and inventory
  • Matchmaking and server management
  • World state over the network

Next

  • Attributes and effects
  • State trees
  • Pathfinding and AI
  • Quests
  • Profiles and online services
  1. Now Closed beta sign-ups
  2. Before release Beta invitations by email
  3. Q2 2027 Release

Join the closed beta.

Leave your email and tell us what you would build. We will write to you when your beta access is ready.

Signing up is free. We only use your details for the beta and release news.

You are mostly

Your GPU (optional)

Questions, answered.

Voxirae at a glance

Type
Voxel game engine
Language
C++20
Graphics
Vulkan 1.3, Slang shaders
Platform
64-bit Windows
Voxel size
5 cm in the world, 1 to 10 cm in models
View distance
About 8 km by default, 32 km window in big worlds
Status
Closed beta
Release
Q2 2027
Facts updated

What is Voxirae?

Voxirae is a voxel game engine written in C++20 on Vulkan 1.3 with Slang shaders. It renders worlds made of 5 cm voxels by ray marching them on the GPU, with real-time global illumination, FFT oceans, volumetric clouds and weather, and it ships with gameplay, physics, networking, audio, UI systems and an editor.

When will Voxirae be released?

The release window is the second quarter (Q2) of 2027. A closed beta runs before that; sign up on this page to get an invitation.

How do I join the beta?

Fill in the form on this page with your email address. We will email you when your beta access is ready. Signing up is free.

How small are the voxels, and how far can you see?

World voxels are 5 cm at the finest level. Eight nested levels double the voxel size at each step, up to 6.4 m, so the default view reaches about 8 km. Big-world mode adds levels for a 32 km window.

Is it a block-building engine like Minecraft?

No. Its voxels are 5 cm, not 1 m blocks, and they are ray-marched instead of being turned into meshes, so you get natural terrain, caves, water and lighting at kilometre scale. You can still dig, fill and build at runtime.

Which platforms and hardware does it need?

Voxirae runs on 64-bit Windows with a GPU that supports Vulkan 1.3. DLSS needs an NVIDIA RTX card; FSR 3.1 works on other GPUs.

How fast is it?

With every effect on, a 2560 × 1421 frame takes about 5.4 ms on the GPU (around 184 fps) on an RTX 3080 Ti. Quality presets, dynamic resolution, FSR 3.1 and DLSS trade detail for speed.

Can I make multiplayer games with it?

Yes. It includes UDP networking, dedicated headless servers, and entity replication with client prediction, reconciliation, interest management and lag compensation.

Does it come with an editor?

Yes: projects, scenes, a content browser, viewport tools, a voxel modeler, material and character editors, and panels that plugins can add.

What language are games written in?

Games are written in C++20 against the engine’s API and built with CMake. Optional systems are plugins with their own settings, GPU passes and editor panels, and your game can add its own plugins the same way.

Does Voxirae work with AI coding agents?

Yes. Its documentation is written as task cards for AI agents, and it comes with MCP tools that build the game, check shaders, render models and inspect a running game.