Build tiny voxel worlds in virtual reality! Microcosm is the game I've wanted to play in VR ever since I saw the Oculus Rift Kickstarter way back in 2012. I picked up a Vive last year, but no one seemed to be making the voxel game I wanted. Finally, I said enough was enough, and just decided to build it myself.
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Release Date: Apr 17, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is going to be a great way to make sure Microcosm runs well on a variety of systems. Since I'm just one person with one test machine (currently), this is one of the more difficult parts of VR dev.

I'm also very excited to use the Early Access period to learn how other folks interact with and use the game, and make changes, additions, or removals accordingly.”

Approximately how long will this game be in Early Access?

“At most, I'd like the Early Access period to be a few months long. Once I'm comfortable enough with Microcosm's stability, performance, and feature set to move it out of Early Access, I'd love to keep adding updates as long as there's still both player interest and good things to add.”

How is the full version planned to differ from the Early Access version?

“Beyond stability and performance improvements, here are some of the features that are currently planned:

  • More voxel colors
  • More voxel types (Currently looking into a "chiseled" variant)
  • Day/night cycle control (Speed and play/pause)
  • Steam achievements

Here are some features that may be added, but are currently still under consideration:

  • More export and sharing options. A way to quickly publish and share Microcosm worlds online is something I'm very much interested in building.
  • Multiplayer support.
  • Other VR platform support? Probably Oculus Rift + Touch first, but I'd love to eventually release Microcosm for other VR platforms, too. This is dependent on customer interest, as I currently only have a Vive.

Everything in these lists is subject to change, depending on what I learn from more internal playtesting, customer feedback, and other factors.”

What is the current state of the Early Access version?

“Microcosm is usable and fun in its current state, according to testers. Personally, I tend to get sucked in when I'm trying to test something, and often find myself just drawing for a while instead.”

Will the game be priced differently during and after Early Access?

“Nope! This is the planned final price.”

How are you planning on involving the Community in your development process?

“As mentioned above, I'm very much looking to tuning performance and stability. A big part of this will be relying on feedback from users. Of course, it will also be great to get gameplay feedback as well!”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (5)

June 14

Microcosm 0.1.4 Release - Notice for Folks With Saved Games!



Hey everyone! Microcosm 0.1.4 is out, with a few changes.

The most important thing to note in this update is the introduction of a versioning system to Microcosm's .cosm save file format. This will allow savefiles to automatically be upgraded to the latest version when you load them in a newer version of Microcosm than the one they were created in. Please note that there will still probably be breaking changes to the savefile format in the future, but this versioning system should make those breaking changes less frequent.

If you have saved worlds you'd like to continue working on in future versions of Microcosm, make sure to re-save them using this release! The next version of Microcosm will be taking advantage of the versioning system.

There are two other additions. The first is dynamic render scaling, which helps to significantly improve framerate stability in large scenes. Secondly, the maximum size of the box drawing mode has been increased from 16^3 to 32^3!

Thanks for playing,
-paul

2 comments Read more

June 6

Microcosm Post-Launch Update!



(TLDR: weekly updates starting soon, plus a list of big planned features at the bottom!)

Hey everyone. Thanks so much to those of you who have already purchased Microcosm! Your support and feedback so far have been lovely. I just wanted to post a quick update to let folks know a bit about my future plans for Microcosm.

I've spent a good bit of time since EA release figuring out which bugs, features, and changes should be tackled first, and how to best go about that. I believe I've gotten this down to a pretty good list of things I would like to add to the game. My plan is to start releasing an update each week, starting next week. Right now, I'm thinking those will go live on Thursdays or Fridays, but I may just stay flexible about that part. As development continues, I'll continue to reevaluate whether the weekly release schedule is working, or needs to be changed up.

Below is my current "big ticket" feature list in no particular order. Alongside these larger features, I'm also planning to add Steam-specific features like cloud saves and achievements, along with lots of smaller features, improvements, and bugfixes!

Big Planned Features!

PLEASE NOTE: all of these items are pending more research into their technical feasibility. Something may end up just not being realistic for technical reasons, although I don't currently think that'll be the case for any of these items.

  • Export to additional file format(s): I'd love for folks to be able to upload their creations to Sketchfab etc, and share them with people who don't have access to VR equipment yet.
  • Copy/paste: You knew it had to be coming sooner or later, right? There are some big technical hurdles around this that may require a change to the savefile format, but I'm very excited to tackle this challenge.
  • Undo support: Pretty self-explanatory, I think! This should help make experimenting in Microcosm painless.
  • Infinite drawing space: Oh man, this will probably be a bit of a challenge, and will certainly require changes to the savefile format, but I think it will be worth it.
  • Multiplayer support: It would be incredible to build and explore Microcosm worlds with friends, but multiplayer VR isn't exactly the easiest thing in the world to test with one person who owns one headset!

Alright, that's all from me for right now. Thanks again for the support so far!

-paul

0 comments Read more
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About This Game

Build tiny voxel worlds in virtual reality!


Microcosm is the game I've wanted to play in VR ever since I saw the Oculus Rift Kickstarter way back in 2012. I picked up a Vive last year, but no one seemed to be making the voxel game I wanted. Finally, I said enough was enough, and just decided to build it myself.

I hope you enjoy playing Microcosm as much as I enjoy making it. If you had any issues, or if there's something you think I could improve, I'd love it if you let me know. Please feel free to get in touch with me at any time. If you've found a bug, screenshots and system information are very much appreciated, to help me reproduce and fix it.

Details!


  • Microcosm worlds are made of 512×256×512 voxels. Each one is 0.018 meters (~0.7 inches) cubed. That's over 9 meters across and 4.5 meters tall of real-world space (~30 feet by ~15 feet). You can build some pretty huge stuff. 🚀
  • Create your own world of solid, transparent, and glowing voxels. 🖼
  • Switch the desktop camera mode! Use the default eye-cam, or place a fixed camera in the world. Great for time-lapses, video recording, and hiding your work. 📹
  • Save your creations as .cosm files, and share them with other people! 🌏
  • Intuitive voxel selection and editing. Easily place, delete, and paint existing voxels. 🎨
  • More fun and interesting things coming soon! Check out the roadmap announcement post to learn more. 🎉
    • Pause, speed up, and slow down the day/night cycle.
    • A lovely, custom soundtrack composed by Mr. Kevin Jachetta!
    • More ways to share your Microcosm worlds!
    • (maybe infinite terrain, too)

Microcosm currently requires an HTC Vive to play, but I'm planning to add Oculus Rift + Touch support in the future!

System Requirements

    Minimum:
    • OS: Windows 7 or newer
    • Processor: Intel Core i5-4590 or AMD FX 8350
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 970 or AMD Radeon R9 290
    • DirectX: Version 11
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: Intel Core i5-6600K
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1070
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