Hey folks,
soooo… been deep in voxel hell again. Right now I’m cooking up a procedural voxel engine that’s going to generate the landscapes for YUMA. It’s messy, it’s rough, and honestly sometimes it looks like a blender threw up, but that’s the fun part.
I’ve been tinkering with noise, terrain shapes, and some basic layering logic. Nothing fancy yet, just enough to start feeling the vibe of the world. Think “crude sandbox terrain with hints of mountains and valleys” you know, the kind of stuff that makes you go “okay… something is happening here.”
Below are a few super raw screenshots so you can see the engine actually… doing terrain-ish things. Don’t expect beauty, it’s more like a sketch than a painting. But the foundation is there, and soon we’ll start adding proper detail, biomes, and all the fun stuff that makes YUMA feel alive.

Stay tuned. Things are getting voxel-y.


