An atmospheric voxel sandbox game focused on exploration, survival, and eerie nights. Explore dangerous caves, shape your world, and uncover what lurks beneath the surface.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“I want to actively involve the community in the overall development of the game, and I think it makes only sense to do so to create something that's fun and original to as many players as possible. Interaction with the community can help a lot in deciding to prioritize features, work on suggestions for gameplay and so on.

Moreover, I think it's only fair to set your expectations straight. This is an "unfinished", early state of the game that you're getting here, but your helping a lot by getting involved.”

Approximately how long will this game be in Early Access?

“Based on the current state of development, I expect the game to leave Early Access no earlier than some time in 2027. However, this timeline strongly depends on development progress and community feedback. The way to go from the game being in early access to releasing a full version 1.0 will be fluent. There probably won't be a single huge update that magically adds all the features to make it a full release.

There definitely will be regular updates and comments from my side so that you know where the journey is taking us.”

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

“Currently planned for the full release are mobs, a fully featured survival experience, a more comprehensive world generator, and multiplayer. Depending on player feedback, there will also be other things or changes to the game.”

What is the current state of the Early Access version?

“From the current point of view, the following major things are done and working:

- Player movement, inventory system and simple inventory crafting are done.
- Building and breaking systems for voxels are done, together with fluid voxel flow, multi-voxel blocks such as doors and paintings, as well as item drops. Interactions with foliage, and voxels in general, such as sound effects and particles.
- Items such as tools that help break specific blocks, and have durability.
- Multiple chests with different stats.
- A basic world generator with a single biome exists, that can generate slightly over 200 million blocks in every direction (xyz) with caves, trees, lakes, and mountains. You can choose between flat and default world types.
- Things such as grass and tree saplings have random ticks to grow, naturally spawned leaves decay randomly when the tree has been destroyed.
- (Auto)Saving and loading worlds works. There may be breaking changes between some of the updates, though, this will be announced.
- Lighting has been "proof-of-concepted" with differently colored light voxels, and the day and night system.
- Modding support for custom voxels, or changing built-in voxels is there, it just needs to be documented and exposed to players in the menu.
- There are a number of "chat" commands that you can change properties of your world with, e.g. setting the time, giving items, changing the gamemode from survival to creative.”

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

“I plan on increasing the price slowly step-by-step after reaching big milestones, I think that's fair. There may also be another price increase after the full version release, but I'm not sure about that, since it will be more of a fluent transition like I mentioned.

That's not set in stone, though, it will depend on the feedback that I will be getting too.”

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

“I will keep posting regularly on my IndieDB dev blog and on my YouTube channel. Your comments, suggestions, and feedback will be highly appreciated there! Some time before the early access release I will also set up a discord server.

For the more tech-savvy, I will maintain a GitHub page with all the technical documentation about modding, and a discussions page there, so you can always contact me there too!”
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This game is not yet available on Steam

Planned Release Date: 2026

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About This Game

Infiniterra is an atmospheric voxel sandbox game focused on exploration, survival, and eerie nights. Explore dangerous caves, shape your world, and uncover what lurks beneath the surface. Built with a strong focus on atmosphere, expandability, and quality-of-life features.

Core Features (What’s in the game as of 02/2026)

  • Fully destructible, procedural voxel world.

  • Building and breaking system with physics-based item drops.

  • Fluid voxel flow simulation (e.g. water).

  • Multi-voxel blocks such as doors and paintings.

  • Inventory system with basic crafting and chests with different stats.

  • Tools with durability and block-specific effectiveness.

  • Day & night cycle with atmospheric lighting in caves and under water.

  • Dynamic sound effects and particle interactions.

  • Basic world generation with caves, trees, lakes, and mountains.

  • Practically infinite world size (over 200 million blocks in every direction).

  • Saving and loading of worlds

  • Experimental modding support for custom voxels and changes to existing content.

Planned Features (Before & during Early Access)

  • Mobs and hostile creatures.

  • Full survival gameplay loop.

  • Expanded modding support and documentation.

  • Advanced world generation with multiple biomes, and naturally occuring structures.

  • Vertical biomes (e.g. sky realm, underworld).

  • Customizable portals and fast travel systems

  • Multiplayer support.

  • In-game voice chat with environmental effects.

  • Additional quality-of-life improvements.

Current Development Status

Infiniterra is still somewhat early in development and currently more of a solid technical foundation than a fully finished game. Core systems like movement, building, world generation, lighting, fluids, inventory, and saving/loading are already in place, but many gameplay features are still missing, incomplete, or experimental. This will still change until the start of the Early Access phase.

You should expect bugs, rough edges, and frequent changes. Some updates may even break existing save games -- if that happens, it will always be clearly communicated in advance.

Early Access gives me the chance to develop the game together with the community. Feedback, ideas, and discussions directly influence priorities and help shape the direction of the game. This is a work in progress, and by joining early, you become part of its evolution and growth.

Development will move forward step by step, based on feedback, technical progress, and available time. Rather than one big final update, the game will grow gradually through regular improvements and feature additions.

Community & Updates

Development updates will be shared regularly through dev blog posts and videos. Community feedback plays a major role in feature prioritization and design decisions. A Discord server will be opened closer to the Early Access release to provide a direct communication channel. In the meantime, feel free to discuss on IndieDB and Youtube!

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 3 GB (DX12 or Vulkan)
    • DirectX: Version 12
    • Storage: 200 MB available space
    • Additional Notes: Target: 1080p, 60 FPS, 8 chunks view distance
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-12400
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060 Ti
    • DirectX: Version 12
    • Storage: 500 MB available space
    • Additional Notes: Target: 1440p, 144 FPS, 32 chunks view distance
    Minimum:
    • OS: Any modern 64-bit Linux distribution
    • Processor: Intel Core i5-8600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 3 GB (Vulkan support!)
    • Storage: 200 MB available space
    • Additional Notes: Tested on recent Ubuntu and Mint. Target: 1080p, 60 FPS, 8 chunks view distance
    Recommended:
    • OS: Any modern 64-bit Linux distribution
    • Processor: Intel Core i5-12400
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060 Ti
    • Storage: 500 MB available space
    • Additional Notes: Tested on recent Ubuntu and Mint. Target: 1440p, 144 FPS, 32 chunks view distance
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