Note: you need to update in order to play levels made with this version (as they include new monsters etc).
How to Update
Use your Humble Store / Humble Voxatron Debut links. Search your email for "Your Humble Bundle order" or "Thanks for purchasing Voxatron". Alternatively you can request a new link here
Changelog for 0.2.0
Added: spiky weed, barrel of doom, hound, trioc, roach
Added: 2-way doors (green)
Added: use-once doors (blue)
Added: NODOOR trigger (true iff no blue doors)
Added: screenshot button (F6)
Added: base weapons: Sword of eternity & peagun
Added: _char properties: speed, jump, base weapon
Added: indestructible floating voxels
Added: voxel text drawing command
Added: help tips for items
Added: editor z-clipping, allow closer camera
Changed: navigator icons now much smaller
Changed: turned down maximum monsters limit from 8192 to 4096
Removed: rendering options (temporary)
Fixed: player can't shoot immediately after entering room
Fixed: player not hurt by frozen monsters
Fixed: thumbnails in timeline empty
A quick demo level for 0.2 showing new monsters, door trickery, and player characteristics (the fox is slightly faster and starts with no weapon). You can walk back and forth between the first 2 rooms (green doors in voxde), and there is one use-once door (blue).

Ok, unfortunately the BBS doesn't allow fancy polls, but here I would like to ask a question:
How important is it to you to have ojects with "realistic" interiors (e.g. computers with the inner voxels in green, like chips)
I personally tend to model them, since I like the idea of objects revealing more details as they're being destructed.

[This is a series of posts on the development of Voxatron. The game is available in alpha form and buying a copy entitles you to all future updates. There's also a development plan and a FAQ]
Voxatron Team Size Doubles
Until the first alpha release of Voxatron I had been working mostly solo. Usually I like making games this way -- keeping every aspect of the game in mind and letting ideas from different departments interact with each other directly without the pesky need for inter-human communication.
The scope of the project grew somewhat from the original design however, rendering this approach impractical due to the volume of work. Especially in the area of modelling and level design; the planned game world of 1.0 spans a number of environments that all require attention to detail. What Voxatron needed was someone whose aesthetic sensibilities were aligned such that I could treat them as a bionic brain implant. And who could turn out great stuff like a freaky wizard.
With these things in mind, I'm very pleased to welcome Anthony Flack to the project, who is probably best known for his clay-animated games. Mr. Flack will be helping out with level and model design along with additional demo worlds that will ship with major alpha releases. He has already been pushing some serious voxels (pictured) for a sci-fi themed level designed to show off the new features of 0.2.0.






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