G3 N3
A multiplayer sandbox of procedurally generated planets you dig, build on and fight across, with a Rust engine of its own, Lua mods, and an Elixir gateway in front of the world. Early, playable and changing weekly.
your account
get it
An account at platform.gene.dev. The launcher signs in there and fetches the game.
A persistent multiplayer sandbox in a procedurally generated universe. Each planet is a sphere of voxels with a radius near a hundred kilometres, generated from a seed: terrain, caves, lakes, forests, creatures and settlements. Players dig, build, sculpt and fight on the same world, and the world keeps what they did.
how it works
- One density field describes the ground. Blocks, the rendered surface and the physics all derive from it, so a hole you dig is a hole you see and a hole you fall into.
- The engine is the project’s own: a runtime ECS, a wgpu renderer with cascaded shadows, baked ambient occlusion and per-class terrain materials, and a marching-cubes mesher that welds the surface across chunk seams.
- The world runs as one process behind an Elixir gateway. Clients speak a binary protocol over WebSocket; the gateway routes positions, edits and chat by planet and interest radius, and replays a joining client’s missed edits.
- Mods are Lua and TOML. The core mod ships the blocks, creatures, flora, weapons and items; the same mechanism is open to anyone who writes a mod.
- The launcher signs in at platform.gene.dev, fetches the current build, and hands the game a signed capability token, so the server needs no password.
status
Multiplayer works: players see each other move, dig and build, and edits survive a server restart. Terrain, caves, lakes, flora, a day cycle and a night sky render; creatures roam, hunt and fight; the game has sound and shadows. Not yet: skeletal animation, lake water below the ocean datum, ammunition and reloading, and the build mode the input screen already lists. Next is GPU skinning, so bodies move.
The current release is 0.8.34 for macOS, Linux and Windows.