RPG in a Box lets you easily create 3D grid-based, voxel-style RPGs and adventure games!
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Early Access Software

Get involved with this software as it develops.

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

What the developers have to say:

Why Early Access?

“I believe that RPG in a Box is a perfect fit for the Early Access model as it will provide a great opportunity to gather ideas and suggestions. I'd like to involve the community early in the development process and get feedback to help guide the software in the right direction.”

Approximately how long will this software be in Early Access?

“Although I expect the software to remain in Early Access at least through the majority of 2019, the duration will mostly be dependent upon how long it takes to implement and polish all of the core features.”

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

“In the full version, you will be able to create a complete RPG or adventure game with dialogue, interaction, items, quests, stats, turn-based combat, and many customization options.”

What is the current state of the Early Access version?

“While there are many features yet to be added, a basic playable game can be created and exported to Windows, Linux, and MacOS. The Map Editor allows you to build maps from tiles, objects, and characters created in the Voxel Editor (which supports frame-based animations). Some interactivity can be added to your game using scripts and dialogue created within visual, node-based editors.”

Will this software be priced differently during and after Early Access?

“The cost of RPG in a Box will gradually increase as major new features are added.”

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

“Since certain aspects of the software are open-ended at this time, I'd like to engage with the community to get ideas for features and functionality on which to focus. This will be beneficial in both the shaping of the software and in bringing the community's game concepts to realization.”
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Available: 2018


Recent updates View all (29)

August 3

Development Update as of 8/2/18

Hello again! I hope everyone is having a great day. Over the past month or so, I've been putting a lot of time into the game logic side of things, in particular the implementation of scripting function logic. I'm currently up to 31 of 73 functions completed, so almost halfway there! The debug console has been really convenient for testing each function as I work through them. Continue reading for a look at a few of these in action, as well as updates on the Map Editor.

Scripting Logic
At this point I still need to implement a lot of the gameplay logic to allow the characters to move around and interact with the map, but in the meantime I've been implementing the scripting logic for functions that aren't reliant on this. I've included a few examples below!

Fade In/Out: Can be used to transition between segments of a cutscene or as a way to hide visual modifications to the scene (e.g. removing a character or object).

Add Tile: Adds a tile at the specified coordinate within the map. You can assign it an entity ID and then use "Modify Navigation" to configure navigation paths. As seen in the GIF below, I've also added commands ("nav on" and "nav off") to enable/disable the display of navigation paths for debugging purposes!

Set Animation Speed: Changes the speed of an animation (in frames per second) for the specified entity. You can use this in conjunction with "Set Movement Speed" to speed up or slow down a character's movement.

Map Editor
Since my last update, I've also been migrating some existing functionality over to the new Map Editor for v0.5 and adding small new features here and there as I go.

Grouping and related features are now completely implemented in v0.5. By adding tiles and objects to a group, you can hide/show them in the editor, or use them for scripting in your game, for example with the "Play Group Animation" or "Hide Group" functions.

A feature that will be new to v0.5 is the Fill tool. This will allow you to easily replace tiles of one type with another. The "contiguous" checkbox can be toggled to determine which tiles are affected.

Although it's a bit uninteresting compared to other things, I think providing an Undo/Redo system is important, so I've been making sure actions can be undone when possible, for example placement of tiles as shown below!

Another small new feature is the "Override Existing" checkbox available when placing tiles into a map. Previously, tiles would always be overridden, but this option will give more control when creating the map.

Other Updates
I updated the collage image to include a few more screenshots of RPG in a Box projects created by the community and myself. It's exciting to see this grow, and I really look forward to seeing what else the community creates in the future!

Over the past week or so I've been mostly focused on some important script parser rework, which will hopefully result in a more optimized and flexible parser. Just so everyone is aware, next week I'll be taking a short break to get some much needed rest, but I'll be jumping right back in the following week! At that point, that plan is to finish up the script parser work and resume implementation of gameplay logic into the engine. I'll also be posting another update at that time with some additional media that I cut from this post to keep it to a reasonable length.

Thank you so much for reading and for your continued support! Don't forget to check out the Trello board for RPG in a Box to follow my development progress in real-time!

If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Thanks again! :rbiggrin:
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July 6

Development Update as of 7/5/18

Hi again, everyone! This update is a bit later than I anticipated, but I've made great progress in the second half of June. Continue reading below for some highlights of what I've been working on!

Dialogue Editor
I'm excited to say that I've been working on a brand new and improved Dialogue Editor design for v0.5! The overall usage will be similar, but I think the new design will be better suited for writing dialogue. The nodes will be stacked in a vertical flow and can be collapsed, for example to only show a specific route in the dialogue that you're focused on. More to come on this in later updates!

Console Logging
The scripting language in v0.5 will now include a function to print information to the debug console as desired. This function can be used to check the value of a property while the game is running, for example, or inserted into a script to troubleshoot a scenario that isn't working properly.

Game Localization
Another set of features I've been working on recently relates to game localization. Firstly, I added the ability to import a translations spreadsheet via a CSV file, similar to the current version. In addition to importing, you'll now also be able to edit your translation data or add to it from with the Game Configuration dialog.

I also just finished up implementing the option to localize your game's item data. This will be a new feature to v0.5! When localization is enabled, you'll be able to switch between your game's configured locales and populate the item names and descriptions directly within the Item Editor.

Other Updates
The "Cursors" section of the Game Configuration dialog for overriding built-in cursor images and setting up custom cursors is now migrated over to v0.5. This functionality will be mostly identical to the current version, but it's nice to have one more feature out of the way!

Lastly, I wanted to share a screenshot from "The Dungeon of Astryon", a game currently being created with RPG in a Box by community member Jiminus. The dungeon looks like it will be a lot of fun to explore, and I'm looking forward to seeing his game progress!

Thank you so much for reading and for your continued support! Don't forget to check out the Trello board for RPG in a Box to follow my development progress in real-time!

If you'd like to find out more about RPG in a Box or try out the free demo version, check out my Itch.io page here. Thanks again! :)
7 comments Read more
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About This Software

RPG in a Box lets you easily create 3D grid-based, voxel-style RPGs and adventure games! As its name suggests, it will contain every tool necessary for turning your ideas into games, all packaged together "in a box". The software is designed with a beginner-friendly approach as to not require any programming or modelling knowledge while still providing a wide range of customization and openness.

Voxel Editor

Build tiles, objects, and characters from 3D pixel blocks (i.e. voxels) and easily animate them with the editor's frame-based/stop-motion animation system. Importing from MagicaVoxel (.vox) or PNG sprites is also supported.

Map Editor

Create grid-based worlds with the tiles you've built, then bring them to life by adding interactive NPCs and objects using the editor's intuitive navigation and interaction system.


Set up and trigger in-game events with the visual, node-based script editor. Simply drag and drop the desired actions (no programming knowledge required), or manually code "quick scripts" using the custom, Lua-like scripting language.


Write conversations for your NPCs using a visual, flowchart approach similar to that of the script editor. Branching dialogue is supported via player choices and condition checking.

Camera System

Choose from three available camera types for your game: standard, first-person, and top-down. Stage dynamic cutscenes using the engine’s flexible camera scripting system.

UI Customization

Design one or more dialogue box themes and customize the appearance of many other interface elements such as the inventory, main menu, and credits roll.

Basic Items

Define basic items for the player to find in containers or earn through the completion of tasks. Attach scripts to trigger effects for potions and other consumable items.

Sound FX Generator

Generate fun, retro-style sound effects using the built-in tool based on Dr. Petter’s SFXR.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Graphics: OpenGL 3.3+
    • Storage: 300 MB available space
    • OS: MacOS X 10.6
    • Graphics: OpenGL 3.3+
    • Storage: 300 MB available space
    • OS: Any Distribution
    • Graphics: OpenGL 3.3+
    • Storage: 300 MB available space

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