A downloadable game for Windows and Linux

Terrablox is a 3D voxel-based virtual tabletop for TTRPG or tabletop wargames. Everything is made of colored voxels, so that you're not bottlenecked by assets in particular styles or genres. 

 Wishlist on Steam: https://store.steampowered.com/app/4842910/Terrablox/

Building is fast. Left-click to paint, drag to fill a wall or a variety of shapes like ramps, pyramids, hills and more. Copy any chunk of  your scene and paste it elsewhere or share it as a text string in your notes (inspired by Talespire "slabs").

Fog of war is fully 3D. Areas your party has visited can stay visible behind partial fog. Visibility is team based, so your players can share vision, have individual vision, or you could run PvP wargames with fog of war tracking multiple teams.

Lighting is raytraced through the voxel grid: sunlight, ambient occlusion, colored lighting, emissive blocks, and more.

Tokens are built as "standees" from any imported image, and can be scaled to any size. You can convert sections of the level into "props" that can be moved and rotated like tokens.

This project is in development and currently has only direct IP multiplayer. You'll need to be on the same LAN or be able to forward port 7777.

Current features:

  • Build voxels with a variety of 3D shape tools like rectangles, cylinders, ramps, pyramids, etc.
  • Fog of war / line of sight
  • Shared or private vision - each team has its own vision and exploration
  • Players can be granted permission to get vision from and/or move tokens
  • Players can be assigned to any combination of teams
  • Build voxels in any color, make them transparent, emit light, and/or non-solid
  • Copy & paste sections of blocks and save them to a prefab library - pastes can be rotated, flipped, and scaled
  • Import Magicavoxel files
  • Import images with optional heightmaps and place them into scenes for reference, or convert them directly into voxels
  • Import any image as a custom standee tokens. Standees can be any size, can emit light, and be toggled as flying
  • Alternate camera modes like isometric and top-down
  • Custom units for rulers
  • Voxel-based lighting from a directional sun, ambient sky, basic ambient light, and light-emitting blocks
  • Convert selections of blocks into "props" that can be moved around and rotated like tokens - use for doors, furniture, vehicles, etc.

Updated 18 days ago
StatusIn development
PlatformsWindows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorT. Hill-Hand
GenreRole Playing
Made withGodot
TagsLevel Editor, Multiplayer, Tabletop, Tabletop role-playing game, Voxel, VTT
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityConfigurable controls
MultiplayerAd-hoc networked multiplayer
LinksSteam
AI DisclosureAI Assisted, Code

Download

Download
Terrablox_2026-05-28.zip 36 MB
Download
Terrablox_2026-06-11.zip 38 MB
Download
Terrablox_2026-06-23.zip 37 MB
Download
Terrablox_2026-07-15.zip 97 MB
Download
Terrablox_Linux_2026-07-15.zip 86 MB

Install instructions

Download the latest dated copy above. Portable/no-install - unzip to a folder like "Terrablox" and run Terrablox.exe. A /Terrablox/ folder will be created in your shared files directory for saved scenes and custom assets like character images.

Development log

Comments

Log in with itch.io to leave a comment.

Hey, I love the project! I unfortunately have not been able to use any version because each time I load up a scene all I can see if what looks like a fractured mirror with constantly changing colors. I experimented with all the camera angles and setting I could but it did not get rid of the crazy fracturing colors. I was unable to see anything properly to build or view other things.

Best of luck with the project, I will have to check in again in the future!

Oof, that sucks! Sounds like some sort of shader issue- I’ve only tested it on a fairly high end GPU. Does it do anything as the camera moves around, like there’s a broken 3D scene filled with garbage data, or is it just static colors? Would you mind sharing system specs like GPU?

When I move the camera there seems to be a focal point that the colors fracture around so I guess you could say there is a 3D scene with garbage data, but it is so garbage that I cannot tell anything about it. Even if I try to do build or such it doesn't change. The things I was able to see were settings that effected ambient light or background colors.

Here are my specs

Processor AMD Ryzen 5 3600 6-Core Processor                 3.59 GHz

Installed RAM 16.0 GB

Storage 466 GB SSD Samsung SSD 870 EVO 500GB

Graphics Card AMD Radeon RX 6700 XT (12 GB)

System Type 64-bit operating system, x64-based processor

Edition Windows 10 Home

Version 22H2

Sorry for not replying sooner, but I think this might be fixed? There was no obvious “smoking gun” bug, but there was a bit of math in the shader that supposedly acts differently on Nvidia vs. AMD cards, so I tried taking that out? Please let me know if you’re able to test a newer build.

Hey T. Hill-Hand! Thanks for the update! I have some maybe good news and bad news. The bad news is that it still does not work on my machine with the specs I shared above. I have the same result as before with seeing kind of fracturing and not being able to make anything out on the screen. The good news is it does work on my wife's computer which uses an intel processor and NVIDIA GPU, not an AMD. When I got a few friends to test it out we noticed that intel processors were in the 3 computers that could run it and amd processors in the 2 that could not. We didn't talk about graphics cards through for whatever reason haha

Here are my wife's computer specs if you want to reference them

Processor Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz 3.60 GHz 

Installed RAM 32.0 GB S

storage 954 GB SSD T-FORCE 1TB 

Graphics Card NVIDIA GeForce GTX 980 (4 GB) 

 System Type 64-bit operating system, x64-based processor

Is this what you’re seeing? https://github.com/godotengine/godot/issues/109679 - If so it sounds like the AMD drivers from June/Jul/Aug 2025 had this issue, and newer ones maybe fix it? But I’m not seeing any definite confirmation that it was fixed.

A large list of things in no particular order:

  • Fog of war / observers doesn't seem to be respected on a per group basis. Even if you change a token to a different team and turn off observer, moving it around still updates fog of war for everyone.
  • "Hidden" standees are still displayed to people connected to the server, often at the default size / shape. Also the images for standees often doesn't load for people connecting to the server. Interestingly everything works for the most-recently saved token. If you manually click save on a token as the host, it's properties will be respected correctly on the client, but will reset the rest. The rest of the tokens show up as nameless under the "Default" group.
  • While focused on any keyboard UI element, camera controls are still listening and the camera moves around if you type any of "wasd".
  • The grid drawn when pressing tab should be a little bit more pronounced -- like the grid when in build mode. It seems like if you click "Reveal All" the grid is displayed nicely.
  • Would be convenient if it was possible to teleport tokens to a target.
  • Building occasionally stops working -- when you click in build mode nothing happens. This can be fixed by changing tabs (i.e to Paint and then back). This has happened a few times so far, but haven't identified a consistent cause yet.
  • Setting token diameter instead of token radius would be nice as well. Right now you can only set tokens with a size of 1x1, 3x3, 5x5 e.t.c would be nice to have even sizes as well.
  • Also placing block after a player has joined seems to keep the blocks in a fog of war state permanently.
  • I did successfully test a connection via port-forwarding, and it works

Overall though, it feels like it's just a couple things away from being ready for an actual session. Very excited to gives this a real try.

Awesome, thanks you testing an actual internet session! This is a good list.

(1 edit)

The grid drawn when pressing tab should be a little bit more pronounced – like the grid when in build mode. It seems like if you click “Reveal All” the grid is displayed nicely.

Can you elaborate on this one? The grid for Tab vs. Build should be identical, and are drawn using all the same systems in the same way, as far as I can tell. The only difference is that Build mode also brightens the scene. It should definitely be totally separate from fog-of-war- what does “Reveal all” change in the grid, exactly?

EDIT: Ah, nevermind, I found it. The full-fog effect is suppressing more outlines than it should be.

These multiplayer related bugs should, hopefully, be fixed in the 2026-06-23 update.

Managed to do some testing locally with a second instance of terrablox running. Seems like permissions-wise everything related to tokens has been cleaned up! Thanks!

  • Fog of war / observers still doesn't seem to be respected on a per group basis. If I have a hidden token hiding in fog of war, with observer turned off, and on a different team than the players, moving it around still updates fog of war for everyone connected.
  • Placing blocks after someone has joined still seems to keep them in a fog of war state mostly permanently. Mostly permanent, because I don't know what triggers it but occasionally these blocks unstick themselves from the permanent fog of war state somehow.
  • Painting a block after someone has joined doesn't update it on their end.
  • Deleting blocks after someone has joined occasionally doesn't update it on their end.
  • I figured out how to reproduce build mode not working. If you select and then delete any amount of blocks, you become unable to place new blocks until you cycle through the menus at the top i.e. Paint -> Build, also re-selecting "Select" and then un-selecting it seems to work as well.

More notes from testing!

  • Would be convenient if you could undo a token movement. Occasionally tokens can move to funny places and it can be difficult to get them back to where they were, especially in the case of things that have a lot of vertical layers.
  • Limiting movement ability based on height difference of a block. Shouldn't be able to just ascend or descend large cliffs, at least in some cases. Ideally controlled by some kind of per-token config with a way to override it.
  • Can't Delete a Campaign. Even after confirming delete the Campaign still sticks around. 
  • Using WASD to move a token, if you move a 1x1 token onto another 1x1 token the game freezes. Clicking and dragging tokens doesn't seem to let you move them on top of each other, but doing so via WASD crashes the game everytime. In multiplayer games this crash only happens on the initiator. Interestingly this only seems to happen with tokens that have radius = 1.
  • On that note, would be nice if we could have multiple tokens on the same square. For D&D / pathfinder at least small and smaller creatures can squeeze into the same square.
  • Set Cam / Lock view don't send the cut height to the clients.
  • Light only updates for a standee if you are the one to move it. If as a GM I move someone elses standee, the light stays where the standee was originally for the player and vice-versa.
  • Would be convenient if you could move tokens up or down with a button press. Page-up / page-down only affect the camera even if a token is selected. page-up/down only work for vertical movement if you click and hold on a token.
(1 edit)

I think I’ve got all these fixed for the next update. Overlapping actually SHOULD have been allowed, there was a side effect with how the climbing worked that was breaking it. For up/down movement, Alt+Q/E moves flying tokens up and down, though I don’t think I put that in the hints anywhere.

Thanks for all the fast replies and hard work! Very excited to use it for our actual sessions, I've built out several terrible looking maps already. Which reminds me, is there a convenient way of exporting entire scenes as images somehow?

(+1)

Yeah! In the “Images” tab, there’s an Export tool for top-down and isometric views of the entire scene.

(+1)

This is really cool!

Any chance of a linux build?

(+2)

It should be doable- I also want to try and get a web build, at least for a player-only version. The lighting system is pretty rough right now, not even touching the GPU at all yet, so I think once I’ve got that and multiplayer working the next step will be Mac and Linux builds, since in theory Godot makes that pretty easy.

Just tried making a Linux build if you’d be so kind as to test it and let me know what happens. I’ve literally never tried building for Linux from Godot before, and don’t have a Linux install to test on, so I have no idea if it’ll open, or if I even packaged it correctly 😅