Destruction

intermediate feature

Voxel Combat Zone · Guide

The destruction system is what makes the city read as a combat zone rather than a clean city. It is driven by the Destruction slider and concentrated along a frontline.

Frontline seam

A seam runs across the zone. Damage, craters and the heaviest fighting concentrate along it and fall off with distance, so the city has a gradient from battered front to relatively intact rear.

Per-building damage

Each building takes damage scaled by its distance to the seam:

  • Pockmarks — infill-only chipping that leaves the frame standing.
  • Breaches — blown-open holes through walls and floors.
  • Collapses — ruined lots come down as a ragged edge, a leaning shear, or a pancake of stacked slabs with rubble pinched between them.
  • Building craters — large direct-hit strikes on high-damage intact lots.

Shell craters, scorch and rubble

Shell craters are carved bowls with a scorched rim and pushed-out debris, clustered toward the seam. Scorch is applied stochastically so craters and breaches read as blackened rather than uniformly repainted. Collapsed lots spill rubble into the surrounding streets.

Fires and smoke

Burning buildings emit fire and smoke columns. The Fires & Smoke feature has a density control (puff count and rate, with the particle pool scaled to match) and a smoke opacity control. Fire gates draw their randomness before the check, so toggling fires does not reshuffle the city layout.

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