Voxelyn Survival
Voxelyn Survival is a real-time action survival roguelike, seen in isometric projection. You are a fragile prospector descending into the Vein — an abandoned mine colonized by a fungal-mineral organism that reacts to your presence, decays, and attacks.
The loop
Each run lasts 12 to 20 minutes:
- Enter a procedural region
- Explore under limited visibility
- Identify threats by material and sound before they kill you
- Gather resources and improvise a build from whatever you find
- Decide: push further for something better, or extract now and keep what you've already earned
Permadeath is real
The world — not the monsters — is the main antagonist: walls that react, materials that interact with each other, terrain that gets destroyed and becomes a weapon or a trap.
Optional 2-player PvE co-op.
This is a vertical slice in active development.
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Dani |
| Genre | Survival, Action |
| Tags | Co-op, Isometric, Perma Death, Pixel Art, Procedural Generation, Roguelite, Voxel |
| Average session | A few minutes |
| Languages | English, Portuguese (Brazil) |
| Inputs | Keyboard, Mouse, Gamepad (any), Touchscreen |
| Multiplayer | Server-based networked multiplayer |
| Content | No generative AI was used |




Comments
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dope.
love that the UI reformats at different resolutions.
the game does take some time to register the stuff I got, so I was confused stuck at 0 ores and cores for a bit.
I got to the core and back first try, but the boss(heals with the green stuff) felt pretty much impossible without explosives, so luckily I had a cache left and got it.
standard practice of never standing still, and shooting everything in sight did seem to work for most enemies.
I love it
so beautiful and interesting art and game feel
I have some one point I played in a tablet
1 . I think the character go faster to right and left not the same thing for up and down
2 . When the upgrade comes the game didn't stop
3. For tablet there is no button for pause
These are three genuinely good catches, and all three are real.
1. You're not imagining it, but it's the isometric projection rather than the controls. Ground speed is identical in all eight directions; an iso tile is twice as wide as it is tall, so the same world speed covers ~22.6 px/s horizontally and ~11.3 px/s vertically on screen. I'm keeping world speed uniform on purpose, if I compensated per direction, an enemy chasing you would gain or lose ground depending on which way you happened to be facing, which is a worse problem. But the feeling is legitimate.
2. Correct, and it's deliberate as in co-op the module choice is per-player, so pausing would freeze your partner. What the game fails to tell you id that the offer never expires. You can walk away, deal with whatever is chasing you, and pick when you're safe. That it reads as "the game ignored me" means I haven't communicated it, which is on me.
3. That one is a plain gap. There is a pause long-press the top strip of the screen for about half a second, and on Android the system back button also works but nothing on a tablet tells you either exists. Ill be fixing the discoverability.
Really appreciate you writing these up.
Nice explanation bro
Good luck and wish you all the best
Pretty cool game. I played a total of 3 times and I believe I did better each turn. The first round I had absolutely no idea what I was doing and died at the beginning, the second round I got a little bit further and killed a decent amount of enimies, and the third time playing I believe I got really far before I died. I didn't exactly know what the exact goal of the game was but its really good and I like how you basically gotta think quickly of how your gonna survive the full game. This is defintally a game I'll go back to and you did an awesome job making the game. Also, just so you are aware, I recorded this game for my YouTube channel so if you want, I can send you the link to the video.
Thank you, and yes please send the link, I'd genuinely like to watch it. Seeing someone play blind is worth more than any bug report."I didn't exactly know what the exact goal was" is the most useful line in your comment. It's descend, find the Core, and get back to the sector entrance to extract as cargo only banks when you extract, so dying with it means losing it. Descending deeper is optional; coming back is what pays. There's a briefing screen on first load that says exactly that, and if it didn't land, that's a problem with the briefing and not with you. The fact that you got measurably further each run is the loop working as intended. Glad you'll come back to it.
Here is the link to my video.