RPG in a Box lets you easily create 3D grid-based, voxel-style RPGs and adventure games!
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Release Date:
Aug 12, 2019
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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 2020, 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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Recent updates View all (45)

August 25

Release Notes for v0.5.5

  • Added basic party system functionality (See related scripting functions below - for initial testing purposes these are only available from quick scripts. Visual script nodes coming soon!)
  • Added new scripting function "Add Party Member" which adds a character to the player's party: add_party_member("character_model", "member_id")
  • Added new scripting function "Remove Party Member" which removes a character from the player's party: remove_party_member("member_id")
  • Added new scripting function "Restore Party Member" which returns a previously removed character back to the party: restore_party_member("member_id")
  • Added new scripting function "Hide Inventory" to close the player's inventory if it's visible: hide_inventory()
  • Added "party.member" identifier to scripting language's supported entity references for accessing a party member by ID, e.g. heal_entity(party.member["id_of_member"], 5)
  • Added new scripting function "Execute Script" which launches another script in parallel with the currently running one
  • Added ability to access the X/Y/Z values of coordinates within scripts, e.g. player.coord.x, self.coord.y, entity["some_id"].coord.z, etc.
  • Added ability to use coordinates within arithemtic expressions, for example to subtract or add two coordinates together, multiply a coordinate by a number, etc.
  • Added ability to use coordinates for the "Add Object" scripting function to place an object by tile coordinate in addition to entity ID
  • Changed icon for "Show Inventory" function in the Script Editor to be more unique
  • Updated buttons in the Voxel Editor viewport (upper right) for rotating the model to become disabled when the model's grid width and depth aren't equal
  • Added informational dialog with terminal command to run (similar to that of Quick Play's) that is displayed after exporting your game on Linux or MacOS (if the game executable is updated)
  • Increased camera zoom max value from 120 to 200 in the Game Configuration dialog's gameplay section
  • Added Ultima themed assets (from Iolo's Hut map created for Demo Game Hub) to the Asset Library (tagged with "ultima")
  • Fixed issue where moving selected voxels in the Voxel Editor then undoing the action would not properly restore any overwritten voxels
  • Fixed issue where rotating selected voxels in the Voxel Editor then undoing the action would not properly restore any overwritten voxels
  • Fixed issue where the ESC key would inadvertently pause the loading screen until pressed again while loading a map
  • Fixed issue with localization credits not showing properly in the About dialog
  • Fixed issue where Alt+Tabbing out of the Voxel Editor while editing with the left mouse button pressed could result in unexpected behavior when returning to the editor
  • Fixed issue where the Sound FX Generator could potentially fail to play or save sound effects in rare cases
  • Fixed a few issues related to the IDs of newly added dialogue nodes when localization is enabled in the Dialogue Editor
  • Fixed some in-game errors that would display in the console when moving the mouse over tiles while the player was on a moving platform
  • Fixed issue with variable names within scripts not being properly parsed
  • Fixed issue where strings starting with "property" could not be used in some places within scripts
  • Fixed issue where the "Create a New Game" folder browser dialog wouldn't automatically navigate to the currently entered game path if it had been manually typed in
  • Localization: Added German translations for in-game UI text (menus, inventory interface, etc.)
  • Localization: Added Russian translations for both editor and in-game UI text and option to select it in the Editor Settings dialog
  • Localization: Fixed issue with special credits text in the About dialog being cut off in the German translation
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August 17

Release Notes for v0.5.4.6

  • Updated Map Editor's free camera and first-person camera controls to prevent "D" from deleting navigation nodes
  • Update Voxel Editor's "Rotate Model Clockwise" button on the Model Tools panel to rotate around the current camera view's vertical axis
  • Added buttons to the Voxel Editor viewport (in panel with "Move" buttons) for rotating selected voxels clockwise or counterclockwise (or entire model if none are selected)
  • Updated logic for caching and loading model previews (should result in noticeably shorter load times when re-opening a game project after the cache has been created the first time)
  • Fixed issue where scripts were not properly resuming after a dialogue within that script had finished
  • Fixed issue where some invalid navigation data was potentially causing maps to not load in-game
  • Fixed console error that would occur upon game startup when the configured Main Menu background map didn't exist
  • Fixed issue where surface edges were not being recalculated properly when decreasing grid dimensions in the Voxel Editor then undoing the change
  • Fixed issue where voxels outside of the grid in frames other than the current one were not being properly removed when resizing the grid, then undoing and redoing the change
  • Fixed issue where a large number of error messages would sometimes display when opening a game project
  • Fixed "signal is already connected" console errors that would occur when right-clicking folders in the Game Explorer
  • Localization: Fixed issue with tile/object/character filter boxes not showing translated placeholder text properly
  • Localization: Updated translations to officially include support for Brazilian Portuguese
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About This Software



Please be aware that RPG in a Box is still in alpha and many of the planned features are yet to be implemented! Before purchasing Early Access, please try out the free demo to get a feel for the current state of the engine.



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.

Scripting

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.

Dialogue

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 isometric. 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Graphics: OpenGL 3.3+
    • Storage: 500 MB available space
    Minimum:
    • OS: MacOS X 10.6
    • Graphics: OpenGL 3.3+
    • Storage: 500 MB available space
    Minimum:
    • OS: Any Distribution
    • Graphics: OpenGL 3.3+
    • Storage: 500 MB available space

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