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 (27)

June 15

Development Update as of 6/14/18

Hello everyone! I decided to go ahead and post an update mid-June since I've collected enough interesting GIFs and screenshots so far. :) I'm still pushing forward on migrating everything over to Godot 3.0 (with the occasional new feature) for the v0.5 release planned for sometime later this year.

Map Editor and Voxel Editor
One new feature for the Map Editor that should be quite useful is a "Fill" tool for replacing existing tiles with a different type. This will include a "contiguous" option for limiting which tiles are affected.

The "Randomize Rotation" option is now implemented in the new Map Editor as shown below. This isn't a new feature entirely, but it will work along with the new "box" mode (making it easier to get a satisfactory pattern when placing a large area of ground tiles, for example).

The new Voxel Editor now displays a "ground" surface underneath the model by default. This is to help preview light source settings and generally give a better sense of space. The ground can be toggled on and off as desired. The bioprinter model is from lectronice's Phalanstery, a game being developed with RPG in a Box.

Other Updates
I've also been making some improvements to the Script Editor. The most notable is the ability to manually edit a script's source code. Once changes are applied, the visual graph will be automatically updated. Also, support for "while" loops was added to both the currently available version (v0.4.9.18) and v0.5.

I may have briefly mentioned this before, but I will be in v0.5 as your guide if you ever need any help! Simply drag and drop my icon from the top right corner onto a component to open its related documentation if available. Of course, always feel free to contact the real me as well!

This week I've also started building out the new Dialogue Editor - more to come on that in my next update! As with the other editors, I'll be making some improvements as I work through the effort, in particular similar usability improvements that were made to the Script Editor since they share a lot of functionality.

Desert Demo Game
I finally took a bit of time here and there recently to finish up the little desert racing game I was working on (which will be included in the Demo Game Hub soon)! Some of the base assets were originally created for a Getting Started tutorial, but I thought it would be cool to expand it into a small example game where you could race other NPC cars. More on this in my next update, as well! (Click the image below for a larger version.)

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 so much again! :)
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May 31

Development Update as of 6/1/18

Development Updates
Hi again! I hope everyone has had a great month. I've mostly been focusing on editor-related tasks, in particular for the Theme Editor, Main Menu Editor, and Credits Editor. At this point I now have a lot of their primary functionality implemented now for v0.5, so it will be nice to move back onto some more interesting features!

As mentioned in last month's update, the new Theme Editor will include support for multiple themes, for example to allow a unique theme for each character, game area, chapter, etc. The video below gives a brief overview of the Theme Editor and shows some of the new settings that are available!

The updated Credits Editor also includes some new settings to allow better customization of your game's credits roll, as well as a feature to preview the credits as they will appear in-game.

This past week I also finished up the base implementation of the new Main Menu Editor. There's still some minor work yet to be completed on this editor, but it's mostly ready to go!

To help prepare for the upcoming effort of getting the game engine re-implemented for v0.5, I started creating an improved debug console for testing scripts and such. As with the current version, this will be an option in your game configuration that can be enabled to help debug or test scenarios for your game. The console should be more user friendly and will include a log and command history.

Lastly, the Asset Library was migrated over completely, including both the models and music sections. It's one step closer to the v0.5 release, which I am very eager to share with everyone!

Other News
I finally took the time recently to add some detailed information and graphics to my Steam store page for anyone wanting to learn more about what RPG in a Box is. You can view the store page here. Wishlists and follows are always very much appreciated! :)


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.

As always, thank you so much for reading and for your continued support!
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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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