Caverns: Lost Sky is a single player action-adventure RPG set in a fully destructible, voxelized subterranean realm. Join Strato in the Tellurian Sector as he battles hordes of Fera in his quest to find the sky. Level up and increase your stats, or ascend the caverns searching for buried treasure.
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Release Date:
Jan 31, 2019

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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?

“As a small, two-man team we feel that the community's concerns and suggestions are among some of the most valuable input a game developer can receive. Early Access allows us the opportunity to use this input in prioritizing bug-fixes and determine which new features to add first.”

Approximately how long will this game be in Early Access?

“We predict Caverns: Lost Sky to remain in early access for an additional 2-3 years.”

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

“The basic mechanics and a large number of core features are already implemented in Caverns: Lost Sky. Some of these include combat and leveling up, digging massive tunnels and caves, and crafting unique item recipes. The remaining tasks to be implemented for the first level, the Tellurian Sector, are:

  • Questing system
  • Skill upgrade menu
  • Town and neutral AI
  • Dungeons

In total we have an additional 5-6 levels/sectors planned. Each with their own town, dungeons, and enemies. The Tellurian sector is our testing ground to refine the core game loop, and receive feedback on core features. Once the community and ourselves are satisfied, development will shift to the story line, item balancing, and remaining levels.”

What is the current state of the Early Access version?

“Here are the major game features already present in the Tellurian sector:

  • Combat and enemy AI
  • Endless subterranean labyrinth
  • Digging and mining ores
  • Stats and level up mechanics
  • Crafting and inventory management

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

“At the moment Caverns: Lost Sky is incomplete and in an alpha stage of development. However, with tons of new content planned, the price is likely to rise over its life cycle. Price changes will coincide with new levels being completed.”

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

“As gamers ourselves, we recognize the vital importance of community feedback in the Early Access process. Engagement with our community on Reddit, Social Media, and Official forums allows us to hear what matters most to you. This helps us locate and fix bugs, prioritize features, and above all keep development in check.

Caverns: Lost Sky runs on our lightweight, custom Numinous Engine which provides us the power and freedom to quickly adapt game mechanics in response to community feedback compared to rigid, traditional game engines.”
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Recent updates View all (13)

May 24

UPDATE: Patch 0.1.10

Hi Caverns fans!

Update 0.1.10 is focused on reducing the minimum system specifications for the game, optimizing the game on existing systems and fixing bugs which impact playability.


Frame stutter has been reduced by modifying the render pipeline to prevent GPU stalls. This issue was especially apparent when new chunks were loaded. Additionally, a large amount of redundant interpolation has been removed from our deferred lighting system, further improving frame rates.
Finally, we made the VRAM requirements of Caverns more flexible, allowing large performance gains at lower resolutions.


A large number of gameplay issues were fixed with this update. Some highlights are:
  • Fixed ores only breaking when a mining tool was equipped
  • Prevent catastrophic failure if Sticky Keys are enabled while in fullscreen mode
  • Fixed mouse position, Mining, and Placing items when in non-1080p resolutions
  • Fixed Treasure chests/Items cannot be clicked when in non-1080p resolutions
  • Fixed bug where it was impossible to move window in windowed mode, even while paused.
  • Fixed Craft Menu bug where recipe list would reset after every craft. No longer occurs.

For the full list of changes, see 0.1.10 Patch Notes.

Here at Tetravoxel Limited we would like to thank the community for all their suggestions, bug reports, and support. Together we hope to make Caverns: Lost Sky as fun, satisfying and rewarding as possible!

- Team Tetravoxel ( :

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April 26

UPDATE: Patch 0.1.9

Hi Caverns fans!

We are happy to introduce our second mob to the realm of Caverns: the Acari.

These small creatures are known for ambushing unlucky Spelunkers. A short stature and fast movement speed allows Acari to prey on unsuspecting victims. Watch out for their drill-like snout which they use for a strong piercing attack!

In this update, besides adding the Acari, we also overhauled our path-finding algorithm used by all enemies - including the ant-like Poneroids. Our new approach helps enemies navigate complex terrain surfaces to reach and attack Strato. As shown in the image above, enemies can now dynamically change their path to reach you as you're moving.

In order to accomplish this, we have implemented a pathfinding algorithm based on D*-Lite, extended to work with agents that can navigate on walls in 3D. This new system works well enough, but it still has some issues to iron out. In other words, you can "confuse" a large group of enemies if you try! Don't get used to it - as we iron out the flaws, you may find it harder to confuse them.

Implementing such an system may seem overkill, but we have a good reason for it. As each new enemy we introduce has it's own method of moving around, implementing a customized pathfinder for each would be incredibly time consuming. H* was designed to work with any method of movement, in any number of dimensions, with no changes. This means we only have one pathfinder to maintain, not several.

The next update will bring additional capabilities to the Acari, such as jumping off ledges and, time permitting, underground sneak-attacks!

Here is a greater list of additions for this update:

  • Fixed problem with looping SFXs not terminating
  • Poneroid and Acari eye colors can change from yellow to red if aggro'd
  • Adjusted Poneroid spawn numbers and stats, adjusted CavernWeed stats
  • Fixed Enemy shake when hit by Strato
  • Remaining stat Points are now displayed upon leveling up
  • Prevent most cases of mob's "lining up to attack"
  • Improve accuracy of mobs pivoting to point at their target.
  • Allow large numbers of mobs to "gang up" or "mob" the player without lag occurring.
  • Rewrote wandering system to use less resources, get stuck less often.
  • Created path debug HUD system for displaying AI thought patterns over the environment in real time (with command "showpaths").
  • Implemented H* ("Hippocampal D*) algorithm, rewrote AI scripts to use it.
  • Fixed dug-out objects (non-ore) floating in the air, they now have physics as expected.
  • Fixed spastic health mushrooms healing Strato multiple times a second

For the full list of changes, see 0.1.9 Patch Notes.

Our Discord Server is now properly configured, so feel free to give us a visit at our Discord!

Here at Tetravoxel Limited we would like to thank the community for all their suggestions, bug reports, and support. Together we hope to make Caverns: Lost Sky as fun, satisfying and rewarding as possible!

- Team Tetravoxel ( :

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About This Game

⠀⠀⠀⠀"For thousands of cycles, remnants of humanity have dwelt peacefully within the subterranean village of Telluria. A young spelunker's world is turned upside down when a routine mining expedition is ambushed by a crazed horde of Fera, leaving him the only survivor."

Join Strato in an action-packed adventure RPG through the voxel wilderness of the Tellurian Sector, and uncover the truth about his world! Explore winding labyrinths and colossal caverns powered by our in-house Numinous Engine. Engage large groups of enemies with a real-time combat system, where weapons have their own personality. Level up and find rare treasure to aid in your journey, or follow legendary recipes and fight with the tools of your ancestors.


Dive into the Tellurian wilderness with Strato and check out a variety of different mechanics, all the while avoiding hazards and battling Fera. Current major features include:

Current Features

  • Explore - Trek through an endless cavernous system with unique geographical land marks
  • Combat - Battle hordes of enemies, each with their own personality and fighting tactics
  • Loot - Plunder buried treasure for more than 80 equippable items, including 7 armor sets
  • Tools - Select from a range of tools including mining picks, grapples, torches, and beacons
  • Harvest - Mine and collect several types of ores, or harvest plants for recipe ingredients
  • Craft - Discover over 100 unlockable crafting recipes with multiple rarity types and qualities

Upcoming Features

  • Dungeons - Conquer mystic dungeons with layouts that change upon each visit
  • Quests - Complete quests to progress the story-line, or spend time on side quests
  • Towns - One population center with NPCs and stores to interact with, per sector
  • Skill Upgrades - Spend skill points, powering up and unlocking particle-based skills
  • Cut-Scenes - In-Game cinematic sequences accompanying quest progression


Caverns: Lost Sky runs on our custom-built Numinous Engine. Early access allows us to refine not only the game, but the core engine too. Here are some of its advanced capabilities:

  • Tetravoxelization - Produces angled terrain shapes making it easy to walk and run over
  • Membronic Linkaging - Creates endless, organic-looking tunnels and cavernous systems
  • VoxelScript - Custom-built scripting language used to easily define enemy AI behaviors
  • In-Game Debugging - Press F keys to visualize hit boxes, toggle free camera, and more
  • Volumetric Particles - Define particle systems for resources, enemies, items, and skills
  • Destructible Terrain - Fast terrain modification in real time

System Requirements

    • OS: Windows 8 (64 bit only), Windows 10 (64 bit only)
    • Processor: Intel i5 @ 3.0 GHz or higher (or AMD equivalent)
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 1060 / Radeon RX 570 or higher
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: No internet connection needed.
    • OS: Windows 10 (64 bit only)
    • Processor: Intel i7 @ 3.3 GHz or higher (or AMD equivalent)
    • Memory: 16 GB RAM
    • Graphics: Geforce GTX 1080 Ti / Radeon RX Vega 56 or higher
    • DirectX: Version 11
    • Storage: 8 GB available space
    • Sound Card: DirectX® compatible on-board
    • Additional Notes: No internet connection needed.

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