These public pre-alpha builds document earlier versions of the engine.
They remain available as a record of how world editing, rendering,
platform support, and persistence evolved before the current
refactoring and restructuring.
Current status
New builds and direct sales are paused while ReyGame's engine is
refactored and restructured.
Current developmentWork in progress
Big Update
ReyGame's engine is being refactored and restructured across
rendering, world systems, tools, and other core systems. There is
no public build or release date yet.
Voxel Pre Alpha 0.1.0
Save Update
The first persistent-world release added cross-version saves,
world management, adaptive world generation, richer lighting,
weather, new editing brushes, and substantial engine changes.
Persistent worldsInstant saves, upgrades, downgrades, and player state.
Adaptive generationTerrain and structures preserve compatible world history.
Expanded simulationWeather, fog, rain, moonlight, stars, and stronger GI.
Read complete 0.1.0 notes
Saves and world management
Added a save system with instant saving after world edits.
Saves can be upgraded automatically across versions.
Downgrades are automatic when formats remain compatible.
Major structural changes may require a newer build to
manually convert a save for an older version.
Added surface samples and Codex spatial data for world
recognition and version-aware generation.
Adaptive World Generation preserves an existing surface
while terrain generation evolves.
Structure samples preserve compatible generated structures
across versions and fall back safely when incompatible.
Added a World Selection menu with instant loading, world
creation, selection, and deletion.
Worlds are created as World 0, World 1, and onward. In this
release, custom names require manually renaming the world
folder while the game is closed.
Selected worlds are highlighted in green. Player position,
view direction, date, and settings are stored on disk.
The /seed command loads a new seed and
temporarily disables saves until a saved world is loaded
again.
Player data is not saved when the game crashes.
Editing and engine systems
Improved edit speed to offset save-data processing while
keeping near-instant saves.
Added Grid, Sphere, and Box/Cube brushes at multiple voxel
resolutions.
Added a custom Grid brush for placing larger voxel volumes
with mouse, wheel, Q/E, and Control input.
Added fast interaction with unloaded chunks, initially
used for light updates.
GUI collections can contain scrollable groups of controls,
as used by World Selection.
Added persistent text-file settings, a reset-to-default
button, and a Help menu on the H key.
Added a real-time map view on M, with X controlling zoom.
This experimental view can reduce performance.
World, lighting, and rendering
Surface light now uses the highest actual surface,
including player-built voxels, instead of only generated
terrain.
Fixed a global-illumination color absorption artifact and
improved colorful GI, direct light, and shadow strength.
Surface light now stops below Y -64 unless local light
voxels illuminate the area.
Added fog, rain, rainy-day fog, a moon, a starfield, sunset
sky colors, and GI driven by the sun or moon.
Added a date and weather system. One real-time hour equals
one in-game day, with daily clear or rainy weather.
Added pine/spruce trees, cacti, dry desert grass, river
rocks, and more varied sand and dirt terrain.
Grass uses three segments, ocean probability was reduced,
and terrain visibility was increased.
Fixed cloud changes caused by player Y position and a
Vulkan rendering error with code -4.
Fixed superimposed transparent-GUI color mixing and
improved several tracing formulas.
Interface and builds
The game now opens to a black screen with the main menu
visible by default.
Default field of view changed to 55.
The Windows title bar uses a dark theme.
Linux build and shader compilation changes reduced the
build size by more than half.
Controls moved from the readme into the in-game Help menu.
This release moved distribution into Rey Launcher, added Linux and
macOS builds alongside Windows, and expanded memory, streaming,
water, and animation systems.
Three desktop platformsWindows, Linux, and macOS launcher-compatible builds.
Dynamic memoryMemory grows with render distance instead of a fixed pool.
More world motionTree animations and safer undefined animation handling.
Read complete 0.0.1 notes
Distribution and platforms
Builds were downloaded automatically through Rey Launcher.
Removed the earlier separate restricted free build and
unrestricted Patreon build.
Added Linux and macOS releases alongside Windows.
All three desktop builds became compatible with Rey
Launcher.
Engine and performance
Added automatic movement correction.
Added launch parameters documented in each version's
readme and configuration file.
Replaced the fixed engine memory allocation with dynamic
allocation. Short render distances can use less memory,
while larger distances can grow beyond the old 512 MB pool.
Dynamic growth may briefly delay render-distance changes
when new memory is allocated.
Increased asynchronous chunk workers from one to two.
Set the denoiser to an experimental configuration.
Fixed a Vulkan minor-version launch issue.
Rendering, animation, and usability
Added extra water accumulation for reflection and
refraction and increased refractive optical range.
Added tree animations.
The engine can safely handle animation references that are
not defined.
Changed the game font to a PNG-based font.
Removed camera Z roll.
Updated the readme with G for flight and F1 for fullscreen.
The first public ReyGame build established the editable voxel
sandbox, generated terrain and nature, and the experimental
rendering foundation that later releases expanded.
First public buildReleased publicly on January 1, 2024.
Editable worldsVoxel building, destruction, exploration, and generation.
Two access versionsFree generation capped at 100 units and unrestricted Patreon access.
Release retired
This build was removed after the launcher workflow changed. It
predates the structured changelog, so the archive summarizes its
role rather than claiming a complete list of every early change.