Voxel Turf is a block based urban sandbox. Build cities, blow up buildings, complete missions or fight for territory. Build a real estate empire, or perhaps just drive around and blow stuff up. Its your choice!
All Reviews:
Very Positive (212) - 85% of the 212 user reviews for this game are positive.
Release Date:
Sep 13, 2017

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Recent updates View all (38)

March 7

Patch Notes: Version 1.1.0-Beta2 - AI Expansion Patch! (Beta)

New Patch in the Beta branch. This is a "Part/Beta 1" of a patch, it will be merged into the main branch once 1.1.0 is complete. I firmly recommend starting a new game for this patch in case there are any issues and because the economy balance has been significantly changed.

EDIT: Hotfix version 1.1.0-Beta2 has been released to fix issues with Beta1

I am eager for feedback on this patch, as to what needs tweaking or changing before putting the final 1.1.0 patch up.

Voxel Turf Wiki:
Voxel Turf now has a Wiki! Check it out!
Example Article:
If you want to help out, any help is appreciated! (Note that if you sign up for an account the verification email may end up in your spam).

The AI Now Builds Cities:
The AI Factions can now establish new bases and construct new regions of the city. They won't construct for the sake of construction - they will only build if a Human player is approaching them in Networth or has many more bases than them. This now means that the AI is a strategic threat to the player that spreads out and takes over the map to counter the player as you grow more powerful.

The AI will also establish new bases to facilitate its expansion. It'll either place new bases in large vacant areas near its current holdings or it'll expand to unexploited parts of the city.

Finally the AI will now also repair any damaged bases they have over time.

Major Economic Changes:
All construction costs QUATERED! This is so that you can get into building stuff from the game's start rather having to beat high paying missions first. Racketeering costs have also been reduced.

Human Players can now Launch Base Attacks:
Some folks were itching for a way to control your minions. As a first step you can now launch Base Attacks from the map screen. When you have enough bases (6 currently) your first Base Attack Slot is unlocked, build more bases to unlock more. Your base attack charge rate is proportional to your base garrison levels: Garrison all your bases up to charge up your base attacks!

(Yes, control of individual dudes to make them follow you around and support you is planned)

Engine Upgrades:
As the AI is now plonking stuff all around the map the server had to be beefed up a little. One issue is that when something is loaded from disc (such as a chunk) the OS may block execution for ~10-16ms. So the game now preloads chunks when zones are developed and where the AI is building or where base attacks happen to prevent these prevent latency spikes.

When the AI builds a region it places lots over time. This means that the AI placing 150 road lots is effectively instant as opposed to a 200ms lag spike.

Finally the server also uses a lot less CPU when idle, so its better for hosting on machines with multiple games running

QoL Changes:
More icons for shops are finally available on the map:

More info on players or factions are available from the Player Info screen:

I've done a little work on polishing placing-lots-as-bases. You now see the radius of influence of the new base you are about to place and the red is removed from the map as is the "You must have a base to build things" message (as you can legally build a base anywhere).

What's planned for Part 2:
- Improved strategic AI (better picking of targets to invade)
- More peace options (demand money, reputation or force a tributary status)


VERSION: 1.1.0-Beta1 - 08/03/2018
- [MAJOR BALANCE CHANGE] - All building costs reduced by 75% to match Turf Zero levels. All racketeering costs halved. Minimum racketeering costs for all buildings also halved
- This is so that you can build things a lot earlier. It also shifts the balance of the game more towards doing things vs passive income
- [MAJOR FEATURE] - AI Factions can now build roads and zone land!
- AI will construct new bases in vacant areas or unoccupied parts of the city
- If they have free land near thier bases then they may zone it
- The AI may make more bases if you have more bases than them or if you have more networth than them.
- [MAJOR FEATURE] - You can order Base Attacks! If you own 7 bases or more then you can order a Base Attack from the map screen.
- Your Base Attack Stockpile is increased by owning more bases
- You Base Attacks recharge over time. The rate is determined by how fortified your bases are. If they are at the max (all level 3) then it recharges at the highest rate.
- Yes these values are moddable. See /scripts/common/base_attack.lua
- This is so that you can fight back in big faction Turf Wars
- [Feature] - Dead AIs can respawn in a random bandit base. They will start with a couple of random buildings to racketeer.
- [Feature] - Map mods now work - maps put into the mods/ directory will now be detected by the game.
- Example: To convert a savegame to a map mod, copy a savegame (the directory + the .turf file) to mods/yourmodname/maps/
- [Feature] - Using the /tp command with no arguments teleports you to your current marker (waypoint on the map)
- [Feature] - More icons are on the map for different shop types (bank, marnina, hovercraft shop, helifield, car shop).
- [Misc] - Building a road, a road bridge or demolishing a lot will detonate any AI cars already on the lot.
- [Misc] - AI vehicles will not turn into 1 road lot stubs (for example - a T-Intersection with one of the branches only extending 1 lot). This was often causing traffic jams as the cars would turn into the stub then turn around back into the intersection, jamming it.
- [Misc] - AI factions will repair damaged bases over time
- [Misc] - The Map window is now larger if you are playing at a large resolution (such as 1080p)
- [Misc] - Diplomacy window is now larger, shows the Base Counts, Base Attack limits, Networth and Populations of each factions.
- [Misc] - Factions can only launch up to 3 simultaneous Base Attacks (down from 5)
- [Misc] - Hyperlink buttons now have a blue "open link" character
- [Misc] - If you start a game with more factions * bases_per_faction than bases spawned in the city then the game will generate additional bases near the city and distribute them to the factions.
- Example: If you start a game with 16 factions and 2 bases each and only 20 bases spawn in the city then 12 will be spawned around the city
- [Modding] - Exposed Lot::needsRepair (threshold) to lua. Will return true if the lot has damage exceeding threshold.
- [Modding] - Exposed LotContainer::repairLot (playerId, x, z, ignorePlayersCashBalance) to lua. Will return true if a successful repair has occurred
- [Modding] - Added COUNTS_AS_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to make parks or buildings count as "roads" for the purpose of determining if a lot is connected to roads or not.
- [Modding] - Added NO_REQUIRE_ROAD_ACCESS flag for lots (see lots/packs/vanilla.txt). This allows you to mark a lot as *not needing* to have road frontage to be populated
- [Bugfix] - Fixed dissapearing spawn flag on base repair
- [Bugfix] - Fixed roads at the ends of bridges usually becoming T intersections
- [Bugfix] - Fixed bridge ramps not getting insured
- [Misc] - Players logging into a server are now considered "afk" and will maintain Strat Pause.
- [Bugfix] - Afk Players cannot participate in seiges. This also fixes the capture-base-on-login exploit.
- [Misc] - Command line switches are now case-insensitive
- [Misc] - Zoned lots are dezoned and sold if the attached base to them is lost
- [Misc] - Your aggression does NOT decay while at war!
- [Misc] - Zones do not develop while at war!
- [Bugfix] - Road Access now requires that touching roads be on the ground (bridge spans no longer count as road connections).
- [Bugfix] - Placing a lot as a base when you have no bases is now permitted
- [Bugfix] - Fixed a pathfinding issue where mobs (Bandits/Base Attackers/CDF) would be drawn like flies to Steel doors/gates and get stuck
- [Bugfix] - TileEntities in chunks near BaseAttacks are now ALWAYS simulated (onTick is always called) - fixes spawners not spawning dudes if there are no players nearby but a base attack is present
- [Bugfix] - Fixed "--newGame ON" stopping the server from loading key files (such as playerlist.players) when a save game already exists. This fixes factions dissapearing
- [Misc] - TileEntity::onRegionLoad is now implemented - this is a function that is called on the first onTick call after a chunk is loaded. See /scripts/server/tileentities/mobspawner.lua for detailed implementation
- [Misc] - Placing a lot as a base now shows a preview of your new range of influence
- [Bugfix] - You can no longer increase garisions of bases while in debt
- [Performance] - SERVER: Lot Zones developing is now a lot faster (chunks at the place of the new lot are preloaded preventing occasional 10ms+ lag spike).

VERSION: 1.1.0-Beta2 - 09/03/2018
- [Bugfix] - Fixes server crash when robbing a store
- [Bugfix] - Fixes AI pulling levers (and therefore locking up the Gun Store)
- [Bugfix] - Fixes AI not opening glass doors
- [Bugfix] - Fixes server crash due to aiPlayer_doTurn
- [Bugfix] - Get to Investing in Property mission now only spawns when your peak profit is under $250/hr
- [Bugfix] - Fixed burning barrels messing up explosions. Only the 5 nearest burning barrels will burn (down from 50) as this was causing explosions to dissapear
- [Misc] - Added a navigate to the missions screen objective to the "Press Tab" mission
16 comments Read more

January 18

Patch Notes: Version 1.0.28 - New Bandit Base + Car Shop + Waypoints + New Mouse Code + Less VRAM Usage + More

New Patch in the Default branch!

Full Dev Diary:

New Mouse Code
The game now uses the system cursor which means that the UI will be more responsive/snappier. Also the mouselook code has been rewritten. Someone was still having snapping issues and they have reported that this fixes this.

Waypoint System
Waypoints and map markers now appear in the 3D world to help with navigation. You can choose which markers you want to see or disable in the Graphics Settings Menu. If you have multiple markers in the same lot then they will be merged.
In addition I've made new icons for Bases and Base Attack markers.

By default "Your Maker", "You Allies Markers" and "Next Mission Objective" are enabled. You can choose to enable "All Mission Objectives" and "Hostile Bases and Base Attacks (Turf Wars)"

New Content
I've made a new Big Bandit Base. This base has 3 levels (2 surface, 1 under ground). There is a short switching puzzle required to get to the loot room.

I've also made a Car Shop! This spawns cars that you can steal (that will trigger a silent alarm), and an NPC that you can buy cars from.

I've also converted "Red Burning Barrels" to be half spawners - this is so that you can place multiple spawn points in your own bandit bases! And Burning Barrels finally burn now!

Strategic Pausing
This is a feature that freezes time for the Economic Simulation and the Strategic AI (factions) when there are no players on a multiplayer server. This is so that when you set up a Turf Server and leave it on overnight its not overtaken by the AI.

The game will also Strat. Pause if all players online (and in singleplayer) AND are in the Game Menu (the menu that appears when you hit ESC) for over 1 minute. So if you need to AFK (to do video editing or something) the AI will not overrun the map, start wars, etc.

Engine Improvement
Geometry now uses up to 30% less VRAM. The effect is more prevalent the less developed a lot is (so a blank lot will be ~30% less VRAM, an apartment building may be ~10% less).

Misc Stuff
- The CDF Crime immunity range has been doubled for being near Bases, Bandit Bases and relevant Mission Objectives
- Infinite Bases in Build Mode (and this is moddable, so you can make this a perk or a bonus if you wish).
- You can now build roads with Streetlights from the build menu
- Added a borderless windowed option + a command line windowed option

Full Changelog
VERSION: 1.0.28
- [Feature] - Added a new big Bandit Base! Has 3 levels (1 Secret Area)
- [Misc] - Blank maps now spawn 2 Big Bandit Bases (1 of each type). The "blank" map will also spawn additional big bandit bases, one for each 8 square km the map is (above 16 square km).
- [Misc] - Changed Red Burning Barrels to be "half-spawners". These spawn 2 bandits in bases that are lv 1 or 2, and 3 bandits otherwise. This does not effect any existing Red Burning Barrels. You can use these, for example, to create 1x1 bandit bases with two spawners.
- [Feature] - Map Waypoints can displayed in the world.
- You can set which waypoints you want to see in the Graphics Settings menu
- Waypoints fade away if you are in the same lot as the Waypoint.
- [Feature] - Added "Strategic Pausing". Strategic Pausing will pause the Economic Sim and pause the Strategic AI (factions). It will also stop the onHour stuff (such as aggression/reputation decay, etc).
- Strat. Pausing will be auto-engaged on servers with no players. This is so that when you leave an MP server running overnight it isn't overriden by the AI in the morning
- Strat. Pausing will engage in Single Player if you are in the game menu (the menu that comes up when you press ESC) for over 1 minute.
- Strat. Pausing will engage in Multi-Player if ALL players are in the game menu for over 1 minute
- The 1 minute timer is to prevent an exploit where you can "strat pause" on the hourly tick to skip the Economic Sim tick
- [Feature] - You can build Lit Roads now (Roads with Streetlights)
- [Feature] - Burning Barrels now actually Burn
- [Feature] - Respawn points are shown on the map with markers when you are respawning
- [Misc] - CDF Crime Immunity range increased from 1 lot to 2 near bases, bandit bases or mission objectives.
- [Misc] - Added a Health Vial selling clerk to Hospitals. They are located just in the front door
- [Feature] - Added a Caryard! The clerk there will sell you any of the civilian cars that are avaliable
- [Misc] - The Mechanic will spawn in the Caryard if there are no Mechanic's Garages
- [Misc] - Stealing cars from the Caryard will count as stolen vehicles for the purpose of the mechanic. Stealing car from the caryard where the mechanic spawns will piss her off and fail the mission
- [Modding] - Added a vehicle theft mission event (for situations where you are stealing from a vehicle stop). See scripts/common/vehicle_missions.lua for details
- [Modding] - Exposed the dragCoefficent member in turf.HovercraftEntityType and turf.BoatEntityType objects. Use these to set how drift-y these are
- [Modding] - Changed line 587 of city_generation.lua for Romlok's MultipliCity mod
- [Misc] - Clarified the Tooltip in the Ambulance missions, you only have to park on the lot, not nescessarily on the driveway.
- [Misc] - You now have an Infinite Base Limit in Build game mode
- [Modding] - Added an "infiniteBases" flag for player bonuses (see scripts/common/player_bonuses.lua)
- [Feature] - Added a "--windowed" command line option so you can force the game to start in windowed mode.
- [Feature] - Added a "--borderless" command line option so you can force the game to start in borderless-windowed mode.
- [Bugfix] - Fixed rare server CTD when bulldozing buildings
- [Bugfix] - Fixed an issue with the server and the client having different Base Limits.
- [Bugfix] - Fixed not being able to respawn on allied bases
16 comments Read more

About This Game

Voxel Turf is a block based city builder/action adventure game. Build cities or destroy them. Start businesses or rob them. Nurture your citizens or subjugate them. Build a real estate empire, or perhaps just drive around and blow stuff up. Its your choice! Voxel Turf allows you to be the force of benevolence or the agent of chaos in a city of your creation.

- Have you ever played an open world game and thought "if only I could build something here?"
- Or a city builder and wanted to drive around and interact with your creation?
- Or even a building game and thought "if only these buildings would come to life?"
If so then Voxel Turf is the game for you!

Live in a City of Your Own Creation
- Build sprawling cities with either the over 50 prebuilt buildings, or build your own in-game!
- Make amazing structures with over 15,000 types of blocks in over 100 categories.
- Or live in and modify a procedurally generated city

Get Rich or Die Trying
- Earn cash from either completing missions, crime, or managing a real estate empire.
- Establish protection rackets to make money
Some of the missions revolve around:
- Being a hired revolutionary who fights the local authorities for cash
- Participating in street races for money
- Making a career though stealing vehicles for profit
- Eliminating bandits and protecting civilians from bandit attacks
- Be a specialist architect who draws an income from making custom buildings

Unleash Chaos
- Destroy and vandalise areas with explosives, weapons and tanks.
- Ride a wide range of vehicles including cars, a tank, helicopters and even a rideable shopping trolley!

Enjoy Multiplayer
- Multiplayer over LAN or Internet
- Most missions can be done in Co-Op
- Cooperate with friends to build a city, or compete and undercut each other

Fight For Territory
- Explore and raid bandit bases for loot
- Fight Turf Wars against other factions and players to gain control over parts of the city
- Build bases and defend your territory from attack
- Engage in diplomacy with other factions in order to gain power or undermine others

Unleash Creativity
- The entire world is block based, so you can create and destroy everything.
- Decorate blocks with paint and decals
- Various non-cube construction blocks, including ramps, stairs, steps, allowing you to build things like pitched roofs and ultimately more realistic looking buildings.
- Build intricate contraptions using switches, mechanisms and circuits
- Custom player-built buildings can be saved as templates, and be placed like normal buildings
- Templates can be synced across a network

Character Customisation
- Over 50 player skins
- Support for custom player skins
- 10 hats for your character to wear, also wearable body armour.
- Weapons are customisable too! Attach weapon mods to weapons to change their appearance and behaviour. Make shotguns explosive, make your pistol armour piercing or your SMG scoped!

Modding Support
- Steam Workshop integration
- Lua Scripting for easy moddability with a C++ scratch-coded base game engine for performance

Game Modes

  • Turf: Start in a procedurally generated city, and do what you want. Build, do missions, do crime, do whatever!
  • Build: Start on a blank map and build whatever you want with unlimited blocks.
  • Turf Zero: Start on a blank map and build a city from scratch. Scavenge resources from bandit bases.
  • Strategy: Start in a procedurally generated city with 16 warring factions. Use diplomacy and warfare to gain control over the entire city!

System Requirements

SteamOS + Linux
    • OS: Windows Vista or Above
    • Processor: 32/64 bit, Intel I5
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 500 MB available space
    • OS: Windows Vista or Above
    • Processor: 32/64 bit, Intel Core i5 4690 or Above
    • Memory: 8 GB RAM
    • Graphics: GTX 770 2GB
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Any SSD
    • Processor: 64 bit only, Intel I5
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 500 MB available space
    • OS: Ubuntu 16.04, Mint 17.1
    • Processor: 64 bit only, Intel Core i5 4690 or Above
    • Memory: 8 GB RAM
    • Graphics: GTX 770 2GB
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Any SSD
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