Creating Worlds — Documentation
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Creating Worlds

Worlds are the persistent voxel sandboxes you build, code, and play inside. This guide covers everything from spinning up a brand-new world to backing up an old one, sharing it with friends, and recovering from edge cases.

Overview

From the title screen, click WORLDS (or the worlds card on the main menu) to open the world manager. From there you can create new worlds, load existing ones, duplicate, rename, or delete them, and host or join multiplayer sessions.

  • Each world is its own folder under VoxelVerseData/saveDataWorlds/ next to the executable, so worlds are portable — you can zip a folder and hand it to someone else.
  • Worlds save automatically as you play. There is no manual save button by design.
  • The world list is sorted by last-played time, so the most recent project is always at the top.

Creating a New World

  1. Open the world manager and click NEW WORLD.
  2. Enter a name. Names are unique — the manager warns if you already have a world with the same name.
  3. Pick a game mode and (optionally) a seed.
  4. Click CREATE. The world generates the spawn chunks and drops you into it.

You can also create a world from the title screen's QUICK PLAY button, which auto-generates a name and uses the default settings — useful when you just want to mess around.

World Types & Game Modes

Three game modes ship with TokyubeVoxelVerse, each tuned for a different style of play:

  • Relaxed — no health, no hunger, no hostile entities. Mining and building cost nothing. The default for creative-style play.
  • Survival — health and hunger systems are on. Crafting requires resources you mine. Hostile entities spawn at night.
  • Creative — like Relaxed, but with the full creative palette unlocked from the start (every block in the hotbar, infinite stack counts, fly toggle, instant break).

You can change a world's game mode at any time via the in-world debug panel — the mode is per-world, not per-player.

Multiplayer guests are locked to Relaxed mode regardless of the host's setting. This prevents accidentally griefing a survival save.

Seeds & Generation Settings

The new-world dialog exposes the procedural-generation knobs:

  • Seed — any integer or string. The same seed always produces the same terrain, biome layout, and ore placement, so it's perfect for shared challenges or speedruns.
  • Biome Mix — currently auto-mixed across the whole world. ChunkWorldGen seeds biomes deterministically off the world seed, so vegetation density and color follow the biome of each chunk.
  • Day/Night Cycle — every world ships with the cycle on by default. You can pause time or set a fixed hour-of-day from the in-world debug panel.

Leaving the seed field blank generates a random seed and records it in the world's save data. Copy it from the world manager later if you want to reproduce that map.

Loading Previous Worlds

The world manager lists every world you've ever created. Click a world's card to load it. The first time a chunk is needed it streams from disk, so the first few seconds in a large world may be slightly slower than steady-state play — this is expected.

If a world fails to load, see Troubleshooting.

Duplicating Worlds

Right-click a world (or use the context menu on its card) and choose DUPLICATE. The duplicate copies every chunk, every saved entity, and every script — but gets a fresh creation time and a unique ID under the hood. Good for branching builds without committing to a save.

Deleting Worlds

Choose DELETE from the world's context menu. You'll be asked to confirm; the deletion is permanent and removes the entire world folder from disk.

There is no in-app "trash". If you might want a world later, duplicate it first or back it up (see below).

Renaming Worlds

Right-click → RENAME changes the world's display name. The on-disk folder is also renamed so the file layout stays human-readable.

Backing Up Your Worlds

Worlds are just folders. To back one up:

  1. Close the world (return to the title screen).
  2. Open the file at VoxelVerseData/saveDataWorlds/<your world>.
  3. Zip the entire folder. The zip is a self-contained backup — dropping it into another machine's saveDataWorlds/ makes that world available there.

The Steam release stores its data in VoxelVerseData/ next to the .exe so backups don't require touching system folders.

Hosting Multiplayer Worlds

Open a world, then in the world's pause menu click HOST MULTIPLAYER. You'll be prompted to choose public or private:

  • Public — visible in the Steam Lobbies list for friends-of-friends to discover.
  • Private — invite-only. Use Steam's friend invite or share the lobby code.

The host's machine becomes the authoritative copy of the world. Edits made by guests are streamed back to the host who then broadcasts the canonical chunk state to all peers.

Joining Multiplayer Worlds

From the world manager, click JOIN LOBBY and either accept a Steam invite or paste a lobby code. You don't need a local copy of the host's world — chunks stream as you walk into them.

Guests are locked to Relaxed mode and cannot save. Anything they build persists in the host's world and stays there after the guest leaves.

World Save Files & Locations

Each world is a folder containing:

  • chunks/ — one file per loaded chunk, named by chunk coordinates.
  • entities.json — persistent entity state (mobs, items, attached FBX entities).
  • scripts.json — every script and component definition associated with the world.
  • world.json — top-level metadata: seed, mode, creation time, last-played time, owner Steam ID.

Editing these files by hand is unsupported but possible — the formats are JSON or compact binary. Always back up before experimenting.

Troubleshooting Worlds

  • World won't load. Check the bottom-left of the title screen for a version mismatch — older saves are auto-migrated, but a save from a future version isn't.
  • Stuck on "Loading…" Try opening the world and immediately quitting; the world's chunks may need a clean re-write of the chunk index.
  • Multiplayer host can't be found. Make sure both you and the host are signed into Steam, and confirm the host's lobby is set to Public if you're not on their friend list.
  • Save data missing after a Steam update. Steam keeps the previous build's VoxelVerseData/ folder in place — check for a backup folder named with the old version number next to the new install.