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Terrablox

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Terrablox screenshot 1

Terrablox

The Voxel Witch · Published by The Voxel Witch

Last updated 28 Sept 2026

A voxel-based virtual tabletop with full 3D building, movement, and fog-of-war. Place voxels in any color with a variety of 3D shape tools like rectangles, cylinders, ramps, pyramids, etc. Import any image as custom standees. Detailed GM control over player vision, teams, dice, and more!

Free to PlayComing SoonDJCTQ 14Multiplayer

Free

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Prices can lag the live Steam store — always confirm before buying.

Indie · 2026 · More free games

About this game

A 3D voxel virtual tabletop.

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.

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.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7
  • Processor: x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU
  • Memory: 2 GB RAM
  • Graphics: Integrated graphics with full Vulkan 1.0 support, Metal 3 support (macOS) or Direct3D 12 (12_0 feature level)
  • DirectX: Version 12
  • Storage: 150 MB available space

Recommended

Recommended:
  • OS: Windows 10/11
  • Processor: x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU
  • Memory: 4 GB RAM
  • Graphics: Integrated graphics with full Vulkan 1.0 support, Metal 3 support (macOS) or Direct3D 12 (12_0 feature level)
  • DirectX: Version 12
  • Storage: 150 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Devlog 4

    MultiplayerFirst draft Steam multiplayer: lobby create/list/join, host/join via Steam alongside existing LAN flowVarious multiplayer related bugfixes: token properties syncing across clients, hidden tokens, fog-of-war, ridersLobby remembers your nickname across sessionsFixed hidden tokens still being clickable/draggable while hiddenCameraIsometric camera now snaps to 5 pitch levels (0°, 20.7°, 35.3°, 54.7°, 90°) in addition to 45° yaw snappingMore camera invert options: separate mouse X invert and keyboard X/Y invert togglesCamera controls (orbit/pan) moved to arrow keysTokensWASD keyboard movement for tokens, with climbing/falling and camera-relative directionConsistent Q/E rotation behavior in all contexts, with an option to invertFixed rider selection, pasting, and movement when mounted on other tokens/propsTurn TrackerTurn takers (teams or tokens) can be individually disabled/skipped without removing them from the orderDiceFixed a multiplication bug in dice expressionsAdded parentheses syntax for grouping, e.g. (2d6+1)*3AccessibilityUI colors for tools, status, chat, and axis colors, are all customizable in new “Colors” section in the options panelText size options: global font-size scaling, and individual customization for different parts of the UIUI PolishMore consistent “Escape” behavior across modes and dialogsBetter default width and a drag resize handle for the Library panelBetter sidebar behavior at different text sizesGeneral UI cleanup pass (campaign picker, scene selector dialogs)Token and marker name/stat overlays now stay below the UI so they never draw on top of menus, sidebars, or dialogsFixed a bug that could affect token text size updatesFixed a crash when a settings change tried to update a button freed by a scene changeVisualsFixed a bug where rotating/flipping a prop could leave stale lighting until the next full rebuildMoonside mode now draws outlines between blocks of different colors, so flat boundaries are more visibleAudio (first draft)Fo...
    Read full article on Community Announcements (T)
  • AnnouncementsOfficial

    Devlog 3

    Big quality-of-life pass: tokens now support mounts/riders, hidden states, top-down tokens, alternate base shapes, and a redesigned tabbed edit dialog, plus multi-select, copy/paste, and a token library.New systems include a turn tracker, in-game chat with dice rolling and secret rolls, map markers, and several new ruler tools.Building gets freehand brushes, two-color shapes, surface snapping, texture noise, and new visual styles (Moonside, Cel shading, Blueprint). Camera improvements include a GM spectator monitor, first-person mode, and scene image export.Also more back-end lighting, fog-of-war, and UI/UX fixes.
    Read full article on Community Announcements (The Voxel Witch)
  • AnnouncementsOfficial

    Devlog 2

    In this update, features for actually playing were laid down - token facing, custom stats, notes, better performance, and general UI/UX polish (which will be a continuing theme in all updates).
    Read full article on Community Announcements (The Voxel Witch)
  • AnnouncementsOfficial

    Devlog 1

    This was the first public showcase of Terrablox - a lot has already changed since this update! The basics are all there: voxel building, 3D line-of-sight and fog-of-war, custom standees, and raytraced lighting.
    Read full article on Community Announcements (The Voxel Witch)

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