Rey

Development archive

ReyGame releases.

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 development Work 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.

Save Update artwork showing a bridge inside a voxel forest
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 worlds Instant saves, upgrades, downgrades, and player state.
Adaptive generation Terrain and structures preserve compatible world history.
Expanded simulation Weather, 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.
View download post
Voxel Pre Alpha 0.0.1 Rey Game Launcher release artwork
Voxel Pre Alpha 0.0.1

Cross-Platform & Rey Launcher

This release moved distribution into Rey Launcher, added Linux and macOS builds alongside Windows, and expanded memory, streaming, water, and animation systems.

Three desktop platforms Windows, Linux, and macOS launcher-compatible builds.
Dynamic memory Memory grows with render distance instead of a fixed pool.
More world motion Tree 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.
  • Added a developer-socials file to the release.
View download post
Voxel Pre Alpha 0.0.0 colorful forest release artwork
Voxel Pre Alpha 0.0.0

Game Start Update

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 build Released publicly on January 1, 2024.
Editable worlds Voxel building, destruction, exploration, and generation.
Two access versions Free 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.