Explore. Survive. Create.
Dive into an infinite voxel world generated procedurally. Survival, exploration, farming, metallurgy, seasons, and skill‑based progression in a living ecosystem.
Explanatory video of the game
A living and infinite world
Minethelia combines survival, exploration, and deep simulation in a dynamic world with systems that interact with each other.
Infinite Procedural World
OpenSimplex2 noise terrain with height, caves, and biomes. Dynamic chunk streaming.
- 10 unique biomes
- Deep organic caves
- Rivers and oceans
- Optimized greedy meshing
Seasonal System
4 dynamic seasons (Spring → Summer → Fall → Winter) with temperature, weather, and growth affected.
- Dynamic temperature by biome
- Variable crop growth
- Seasonal weather (snow, thunderstorm)
- Hypothermia and heatstroke
18 Skills & 5 Attributes
Progression by action with 18 skills in 6 categories and 5 major attributes (F.A.I.C.H.).
- Combat, Robustness, Collect
- Survival, Crafts, Esotericism
- Perk Tree (3 Tiers)
- Levels 1-100 with progressive XP
Advanced 3×3 Crafting
Crafting table with material synergy, elemental catalysts, and legendary temporal crafting.
- 12 materials with statistics
- 6 catalysts (Ice, Fire, Lightning...)
- Timed Legendary Recipes
- Ergonomic drag-and-drop
Agriculture & Fertility
Soil fertility N/P/K system, irrigation, greenhouses, compost, and food preservation.
- Nutrients N/P/K per block
- Irrigation (bonus ×1.5)
- Greenhouse in Winter (Bonus ×2.0)
- Terra Preta ultra-fertile
Vehicle Construction
Assemble physical vehicles with 8 functional blocks. Rafts, airships, planes, mechs.
- Rudder, Sail, Balloon, Engine
- Propeller, Wheel, Gyroscope, Levitation
- Progression by Intelligence
- Realistic physics (mass, forces)
An immersive experience
SDFGI, SSAO, SSR, volumetric fog, day/night cycle, dynamic weather, and living wildlife.
Advanced Graphic Rendering
Dynamic Global Illumination (SDFGI), Screen Space Ambient Occlusion (SSAO), Screen Space Reflections (SSR), Volumetric Fog, Glow/Bloom, and ACES Tonemapping.
Survival & Hostile Environment
Mine collapses, extreme temperature, hunger, drowning, altitude hypoxia. Hostile mobs at night, fauna with AI in 4 states.
Water & Fluid Dynamics
Fluid propagation with levels, water+lava reaction, currents that push the player, progressive transparency, and swimming with oxygen.
Logic Circuits (Redstone)
Logical torches, wires, levers, buttons and lamps for automation. Creates complex mechanisms and traps.
Procedural Audio & Ambiance
Procedural sounds for each action, weather ambience, footsteps per block, animal sounds per species and ambient birds.
End dimension
Floating islands, reduced gravity, access portal and specific biomes. An alternate dimension full of mysteries.
10 unique biomes
Each biome has its own vegetation, fauna, temperature, weather, and visual effects.
Plain
Herbs, flowers, farm animals
Mountains
Rugged relief, deep minerals
Desert
Sand, cactus, extreme heat
Tundra
Ice, snow, penguins, reindeer
Jungle
Dense vegetation, +30% rain
Savanna
Dry grass, zebras, acacias
Ocean
Deep water, fish, crabs
Beach
Sand, seashells, particles
Taiga
Pins, snow, wolves, owls
Permafrost
Frozen soil, polar bears, tigers
Become a legend
18 skills, 5 attributes (F.A.I.C.H.), and a perk tree with 3 tiers per branch.
Force
Mining, Logging, Axes, Bare Hands, Smithing. Perks: Iron Grip → Heavy Smith → Rock Breaker.
Agility
Track and Field, Acrobatics, Archery. Perks: Light on His Feet (+201 TP3T sprint) → Climber → Parkour (double jump).
Intelligence
Construction, Metallurgy, Alchemy, Magic. Perks: Artisan → Architect → Engineer (500 vehicle blocks).
Constitution
Defense, Agriculture, Training. Perks: Enduring (+20% health) → Armor Bearer → Soul Link.
Chance
Fishing, Excavation, Swords, Polearms. Perks: Lucky (double drop) → Hunter → Immortality.
Advanced 3x3 Crafting Table
Each material brings its stats to the result: durability, speed, damage, range, and special effects. 12 materials recorded with full synergy.
- Material Synergy — Statistics Transferred to the Result
- 6 Elemental Catalysts: Ice, Fire, Lightning, Earth, Soul, Void
- Temporal Craft - Legendary recipes with progression gauge
- Ergonomics — craft from nearby chests (3m detection)
- Balance, Rotate, Clear, and full drag-and-drop buttons
- Knapping — flint knapping for primitive tools
- Four / Smelting — ores → ingots with fuel
Build and fly
8 functional blocks for assembling physical vehicles. Progression depends on your Intelligence.
Rafts & Sailboats
Assemble rafts and boats with rudders and sails. Basic water navigation.
Rudimentary Airships
Take to the skies with balloons and engines. Airships for aerial exploration.
Trucks & Planes
All-terrain vehicles and aircraft with propellers and wheels. Land and air transport.
Saucers & Mechs
Ultimate Technology: Gyroscope and Levitation Core for Flying Saucers and Mechs.
Technical Specifications
The intelligent cube system is integrated into the voxel engine. Simple 1x1 meter cube, with advanced textures, materials, simulation and optimization.
Structural Architecture
Macroscopic 1x1 meter cube. Rendering remains a simple cube to preserve compatibility with existing meshing and low‑end PC performance.
Smart Texture Management
Uniform Mode: single texture. Hierarchical Mode: distinct texture for Top/Bottom and side faces. Face by Face Mode: independent assignment for each face.
Rendering and Volumetrics
Density: chromatic fading towards the heart of the block. Relief: physical displacement of vertices according to deterministic pseudo-noise, without dependence on a depth map texture.
Interaction and LOD
Dynamic LOD not implemented—the cube remains simple. Destruction via simple break effect (particles). Interactive snow not enabled.
Performance Optimization
Unique instance: mesh cache per BlockType. Occlusion culling based on the existing ChunkMesher (masked internal faces).
Advanced Features
Logical network (signals), dynamic physics (flammability, conductivity, friction), environmental erosion, mother voxel, extraction tool.
Simulation Systems
Thermal: heat propagation, melting, vaporization. Spatialized audio: resonance frequencies. Structural stability: blocks falling without support.
Physical Manipulation Capabilities
Magnetism, frequency-based disintegration, camouflage (copy of neighbor texture), variable density with buoyancy.
Advanced Extensions
Complete Systemic Extensions
Final Extensions (June 2026)
Environmental Adaptation
Dynamic adaptation of exposed layers (grass, moss, snow, etc.) according to the biome. The logic relies on SmartCubeManager and the biomes managed by TerrainGenerator / BiomeEffectManager.
Technical Optimizations
Optimizations implemented in the Godot 4.7 C# (Mono) voxel engine. Gains from real runtime measurements or calculations based on engine variables (chunk size 16³ = 4096 blocks, render distance 10 chunks, ~600 chunks loaded).
Chunk loading and culling
Render distance reduced from 14 to 10 (49% fewer chunks). Directional loading prediction. Collision throttling O(343) instead of O(n_chunks). Mesh limit per frame adjusted.
Meshing
Greedy mesh: face merging (~85%+ fewer vertices). Slice-skipping. Object pooling ChunkMeshData (0 allocation GC). Request deduplication. Color table precomputed O(1). ArrayPool and stackalloc.
Memory and allocations
Pre-allocated and reused collections. Pre-allocated static arrays. DistanceSquaredTo instead of DistanceTo. Overload GetBlock(int,int,int) avoids allocation of Vector3I. ArrayMesh and BoxMesh reused.
Throttling (Frequency limitation)
10 throttled systems: GrassGrowthManager (~93x less), MinimapUI (~9x less), WeatherManager (~8x less), HealthHungerUI (6x), TimeManager (12x), and more. MinimapUI scans merging.
Fluid system
Visited set anti‑redundancy. TrySetBlock skip if unchanged. Early return in SetBlockGlobal. Cleanup of flowing orphan blocks. Cleanup of invalid sources. Cache collections for snapshots.
Lighting
TorchLightManager: distant culling beyond 48 blocks, shadows disabled. Native Godot pipeline: SDFGI, SSAO, SSIL, SSR, VolumetricFog. Zero CPU cost for global illumination.
Compression and Storage
VoxelQuant: palette + bit‑packing per sub‑chunk (66.2% average reduction, zero error). BoxDescriptor: implicit functions (67.8% to 92.4% vs VoxelQuant). LRU compressed cache 256 entries.
GPU Rendering
Texture2DArray: 201 layers, 0% bleeding, ~17 MB VRAM freed. Solid/liquid mesh separation. Multi‑position liquid shader. AAA effects: SDFGI, SSAO, SSIL, SSR, volumetric fog, glow, ACES tonemapping.
AI & Entities
IsInstanceValid on _player (12+ systems fixed). Throttled AI scanning (30× fewer scans). DistanceSquaredTo for detection. Entity limits: max 15 birds, reduced spawn in bad weather.
Save & Persistence
Integrated signboard saving in the SaveGameManager. Playtime calculation based on the interval between saves. Persisted WorldSettings (45+ fields).
Engine Key Variables
ChunkSize— 16×16×16 = 4096 blocksRenderDistance— 10 chunks (~600 chunks loaded)LoadCheckInterval— 0.15s (6.7 checks/sec)FluidTick— 0.25s (4 ticks/sec)WaterFlowRange— 7 horizontal blocksLavaFlowRange— 3 horizontal blocksTorchCullingDistance— 48 blocks, shadows disabledCompressionCache— 256 LRU entries in RAMMeshDataPool— 64 ConcurrentBag objectsTextureArray— 201 layers × 64×64 pixels
Ready to explore?
Join the Minethelia adventure. Infinite world, deep survival, advanced crafting and vehicles. 5 supported languages: French, English, Spanish, Chinese, Arabic.
Transparency on AI Usage
AI is used in this project to: create images, generate translations, correct spelling and grammar, review code, and produce explanatory videos. If this does not suit you, do not buy the game.