How Generation Works
beginner conceptsVoxel Combat Zone · Quick Start
Voxel Combat Zone follows a two-stage Plan then Execute model.
1. Plan
From the seed and your settings, a deterministic planner lays out the whole city as pure data (no voxels yet): street centerlines, block and lot subdivision, the old-town disc, the perimeter wall with its gates and towers, building footprints and heights, the frontline seam, craters, power poles, cable spans and prop anchors. This plan is the single source of truth and is identical for every chunk.

You can see the plan without entering Play mode: the Plan Preview minimap in the generator inspector renders the current seed's layout (streets, lots, buildings, craters, wall gates and the landmark) so you can iterate on the layout before generating a single voxel.
2. Execute
As Voxel Play creates each chunk, the generator sculpts only the part of the plan that intersects that chunk: terrain-fitted foundations, building shells and interiors, damage overlays, props, cables and scatter. This is the only Voxel Play-specific stage; the plan itself is engine-agnostic.
Deterministic per seed
The same seed and settings always produce the same city, on every machine and every run. Change the seed for a new city; change a setting to reshape this one. Because the plan is data, your own scripts can read it at runtime to place gameplay (see Scripting).
Terrain and water
The city fits your Voxel Play terrain: lots anchor to the ground height per corner with foundation blocks on slopes. When the world has a river, the widest streets that exit the wall get bridges with causeway approaches.
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