Creating Worlds
Worlds are the persistent voxel sandboxes you build, code, and play inside. This guide covers creating and managing worlds, the world types, sharing over Steam multiplayer, and where everything lives on disk.
Overview
From the title screen, open the world manager to create new worlds, load existing ones, duplicate, rename or delete them, and host or join multiplayer sessions.
- Worlds save automatically as you play, and each world card shows a thumbnail captured from your last session.
- Every world is plain JSON on disk (see Save Files), so worlds are portable between machines.
- The library holds up to 100 worlds.
Creating a New World
- Open the world manager and click NEW WORLD.
- Enter a name.
- Pick a world type (see below) and optionally a seed.
- Create — the world generates and drops you in.
You can also start from an example world — full pre-built scenes you can clone and make your own.
World Types
The world-type selector sets what terrain you start with:
- Infinite Terrain — procedural rolling terrain with biomes, trees and vegetation, generated from the seed as you explore.
- Flat — a flat world, no surface clutter.
- Flat + Grass — flat with a grass surface.
- Small Terrain — a compact terrain island instead of infinite generation.
- Blank World — an empty three.js scene: no voxel terrain at all, just a build grid, with full mine/build/component/FBX/script placement on empty space. Ideal for FBX-first scenes and imported .blend sets.
Seeds & Day/Night
- Seed — the same seed always produces the same terrain and biome layout. Leave it blank for a random seed; it's recorded in the world's save data.
- Day/Night cycle — every world tracks its
cycle time plus lifetime day and night counters (you can see
them on the in-world HUD and in Player Stats). Scripts can
react to night with the
env is nightandenv night blendcode blocks. - Environment scripting — sky color, water colors and gradients, grass gradients, weather, rain color and lightning interval are all scriptable per-world via Environment code blocks.
Example Worlds & Templates
The template browser ships complete example scenes you can create a world from — including Tokyube City Loft 1 & 2, Japanese Loft, Da Warehouse Nightclub, a Movie Theater, a Casino, and a Blender-import showcase. Templates are full worlds — FBX scenes, materials, components and scripts included — so they're also great references for how systems fit together.
Loading Previous Worlds
The world manager lists every world with its thumbnail, sorted by most recently saved. Click a card to load. If a world fails to load, see Troubleshooting.
Duplicating Worlds
Use DUPLICATE on a world card to copy the world — terrain modifications, components, scripts and persistent entities included. Great for branching a build without risking the original.
Deleting Worlds
DELETE asks for confirmation, then removes the world's save data permanently.
Renaming Worlds
RENAME changes the world's name; its save files are renamed to match so the data folder stays human-readable.
Backing Up Your Worlds
Worlds are plain files. To back one up:
- Return to the title screen (worlds save automatically).
- Open
VoxelVerseData/next to the game's executable. - Copy the files named after your world from
saveDataWorlds/,saveDataComponents/,saveDataScripts/,saveDataLevels/andsaveDataPersistentEntities/. Dropping them into another machine'sVoxelVerseData/brings the world across.
Hosting Multiplayer Worlds
Multiplayer is serverless — sessions run over Steam peer-to-peer with the host's machine as the authoritative copy. From the multiplayer panel choose:
- Public — the session is discoverable in the public sessions list.
- Private — invite-only via Steam.
- Collab build — guests can edit the world with you; without it, guests are locked to Relaxed mode and can look but not touch.
Guests don't need a copy of your world — the host streams the entire world bundle (terrain, components, scripts, materials) to each guest on join, with a download screen showing progress. Proximity voice chat runs over the same connection.
Joining Multiplayer Worlds
Join from a Steam invite, from the public sessions list on a Discovery world page, or from the multiplayer panel. The world downloads automatically before you spawn. Other players' avatars — skins, wigz, capes, wearz — sync to you and are cached, so repeat sessions start fast.
World Save Files & Locations
The Steam build stores everything in
VoxelVerseData/ next to the executable. A world named
MyWorld is spread across per-system folders:
saveDataWorlds/MyWorld.json— core world state: seed, world-type flags, terrain modifications, per-voxel material overrides, player position, day/night counters.saveDataComponents/MyWorld.json— every placed component and its properties.saveDataScripts/MyWorld.json— the world's Code Blocks scripts.saveDataLevels/&saveDataPersistentEntities/— advanced-building level data and persistent entities.saveDataPPV/— per-player persistent variable definitions used by this world's scripts.saveDataWorldThumbnails/— the world-card thumbnails.
Editing these by hand is unsupported but possible — everything is JSON. Always back up first.
Troubleshooting Worlds
- World won't load. Check the title screen's version (bottom-left). Older saves migrate forward automatically; saves from a newer version don't migrate backwards.
- Multiplayer host can't be found. Both players must be signed into Steam. Public sessions appear in the sessions lists; private ones need a Steam invite.
- Guest can't build. That's by design — the session wasn't hosted as collab build. Rehost with collab enabled.
- Something else? File a bug — include the world name and what you did last.