Voxel Game Maker

Docs User guide

Game settings

Settings for the game as a whole, from the camera and goal to player stats, lives, saving and graphics.

Game Settings holds everything about your game as a whole, rather than one level or object. Open it with the ⚙ at the top of the Explorer, the ⚙ on the top toolbar next to Export, or Edit ▸ Game Settings… (Ctrl+Shift+,).

Settings are split into pages. Find a setting… searches every page. Changes are undoable with Ctrl+Z.

Each level's sky, fog, light and music aren't here; they're set on the world itself. See Building levels.

#Basics

The game's name and subtitle, the start level, the camera, the goal, the win screen, and which level shows behind the title screen.

#Camera

Camera What it's like
Third person The camera follows behind the character. Hold the right mouse button to look around.
Top-down A fixed view from above. Q / R turn it in the game.
Isometric A fixed angled view. Q / R turn it in the game.
First person The camera is the character's eyes. The mouse always looks around, and a small dot marks the middle of the screen.

#Goal

The goal decides how the game is won:

  • no goal;
  • Collect every … of an item;
  • Every level's goal complete: won once every level that has a goal is done;
  • Every world complete: won once every world that can be completed is.

Under it, a button per level opens that level's goal. Objectives include Collect items, Talk to a character, Reach a zone, Defeat enemies, Bring an item to a character, Finish a quest and A variable or switch is set. In the game, the current objective shows on screen with its progress, and a win lists them on the win screen.

#Physics

Walk and run speed, jump height (in levels), gravity, fall damage and safe fall, with Reset to the usual. In some places this page is called World.

Related settings:

  • Jumps in the air: set it to 1 for a double jump.
  • Dig & build: lets players break ground blocks and build with them. Generate Terrain switches this on.

#Player

The player model and the player's stats:

  • max HP, Mana and Stamina, and how fast each comes back;
  • the stamina cost of running and jumping;
  • whether the bars show;
  • shooting: on or off, mana cost, damage, speed, and an optional model to use as the shot.

Set a maximum to 0 to turn that stat off. When HP runs out, the world restarts with full stats.

You can also right-click any model and choose Set as player; it gets a ★. Edit player controls… opens the script that plays the player's animations for each state, such as walking, jumping and being hurt. See the scripting guide for more.

#Combat

Shooting and melee: melee damage, reach and knockback. An equipped weapon adds its power. Shot looks like picks the model the player fires.

#Keys

The keys your game starts with: use / talk, jump, run, attack, melee, cast and inventory. Prompts in the game show the new key, and players can still change keys in Options.

#HUD & skillbar

  • show the skillbar, and how many slots (1–9, default 8);
  • what the mouse wheel does: change slot or zoom;
  • whether new items fill empty slots;
  • the health, mana and stamina bars, health bars over enemies, item counters and the quest list.

To design your own on-screen display, see Behaviors and items.

#Game feel

Footsteps and a landing thud, screen shake, a tiny pause on melee hits, and an optional Short tap = small hop.

Juice is one slider from Calm to Juicy, set halfway by default. It controls the polish beginners don't think to add: pickups pop and sparkle, the player squashes and stretches on jumps and landings, and hits shake the camera. Calm turns them all off; Juicy doubles them.

#Lives & score

  • Lives: 0 means unlimited. Lives show as ♥ on screen.
  • Running out of lives shows the lose screen, with Try again from the last save or Quit to title.
  • The win screen shows the time, the items collected and the score, with Play again, Keep exploring or Quit to title.
  • A score counter shows on both screens with the best score.

You set the win and lose screens' title and text in Game Settings.

#Saving

Saving on or off, autosave, and how many save slots (3 by default). The game also autosaves when the player goes through a door, touches a Checkpoint, or completes a level's goal or a world.

Saves keep everything about progress: completed levels and worlds, items, quests, switches, variables, health, lives, playtime, the time of day and more. Saves are encrypted so players can't edit them.

#Graphics

Setting What it does
Standard Runs on almost any PC.
Enhanced Adds bounced light, contact shadows, reflections and light shafts on newer graphics cards. Falls back to Standard where it can't run.
Screen filter Pixelated, CRT TV or Retro palette. Preview it with View ▸ Game Filter (Alt+7).
Draw distance Stops drawing things farther away, in tiles. 0 draws everything.

For big worlds, three options are on by default: Fade far things into the distance, Load far parts of big worlds as the player comes near, and Combine still objects. They keep large worlds fast. If a world feels slower, try turning one off and compare the FPS with F3 while playing.

To see Enhanced graphics in the editor, use File ▸ Settings ▸ Preview Enhanced graphics. The editor restarts.

#Sounds

The sounds for the player's shot, jump, hurt, win and lose, plus footsteps and the landing thud. In any sound picker, (usual sound) keeps the built-in one and (silent) turns it off.

#Players' own options

Players have their own Options in the game, saved per game: volume, fullscreen, VSync, mouse sensitivity, invert look, key rebinding, and language if your game has more than one.