A: Yep, believe it or not, voxel does not mean box shaped. Remember Outcast from the late 90s? That was also voxel based. The Cryengine uses voxels to a certain extent as well. The voxel algorithms we’re using take more power to calculate than the box form voxels, that’s the reason there aren’t too many of this type around, yet.
A: In this game, we’re aiming for total freedom for the player (or as much as the hardware limitations at the time of completion allows), which means, the player can build almost anything, weapons, vehicles, etc. On top of that, we will have a story driven adventure to give the player goals to use their creativity to achieve. And if we make money in the process, that’s cool too.
A: That’s fine with us, the player doesn’t have to follow the storyline at all.
A: No. We’ll have a 9X17km continent. Everything will be set so that there will be landmarks. The multiplayer portions of the game will feature procedural landscapes though.
A: PC, Mac, and Linux. We might consider the Xbox One and Playstation 4 if the game is successful on the PC.
A: As long as you have a dual core processor and a graphics card that has DX10.1 or above, you should be able to run it (that’s what OpenCL requires). We would recommend gt240 or equivalent or above and 3GB of ram is going to be required. If you’re having troubles with running the game, please don’t hesitate to post on our boards and we’ll try to figure it out for you (but read the readme file that comes with the game though).
A: It’s out in alpha form right now! We want to get this game out in final form by sometimes in 2015 (hopefully mid).