
Hollowstride
A multiplayer voxel sandbox game in Unity with procedural world generation, FishNet networking, and Steam Workshop mod support.
Hollowstride is my Minecraft-inspired voxel sandbox project. Players can explore, build, and dig through a procedurally generated world either alone or with friends. The world is built from 32x32x32 chunks and generated in modular stages, which makes the system easy to expand over time.
Solo developer. I handle the voxel engine, world generation, networking, Steam integration, tooling, and the overall direction of the project.
- Built a voxel engine around dense 32x32x32 chunk arrays, with chunk streaming, saving, and modular world generation.
- Designed the world generation pipeline in separate stages like shape, surface, ores, water, caves, and decoration so it stays flexible as the project grows.
- Implemented multiplayer with FishNet in a client-server setup, with server-authoritative gameplay and responsive client-side input and rendering.
- Integrated Steamworks for hosting and joining games, plus Steam Workshop support for mod sharing.
- Built data-driven loading for blocks, items, textures, and crafting recipes to make the game easier to mod and expand.
- One of the biggest improvements was moving world generation over to Unity Jobs + Burst, which gave a major speedup in chunk generation benchmarks.
- I learned a lot about profiling and optimizing heavy systems like generation, meshing, and serialization, especially around memory usage, allocations, and parallel work.
- The project also gave me hands-on experience with Steam features like multiplayer flow and Workshop integration in a real game.
Hollowstride is my solo-developed voxel sandbox project in Unity. The main focus has been procedural generation, multiplayer, and moddability, with the goal of supporting both solo play and playing with friends.
The world is split into 32x32x32 chunks stored as dense arrays. Chunks go through a staged generation pipeline: shape, surface, ores, water, caves, and decoration. Keeping generation split into stages has made it much easier to expand and rework parts of the system without everything becoming tangled together.
For multiplayer, the game uses FishNet with a client-server architecture. The server handles authoritative world simulation and gameplay logic, while clients focus on rendering and responsive input. That setup supports both local hosting and online play.
To support moddability, I built data-driven systems for blocks, items, textures, and crafting recipes. I also integrated Steamworks for multiplayer flow and Steam Workshop for distributing mods and other player-made content.
A big milestone for the project was refactoring the world generator with Unity Jobs + Burst. That cut generation time down a lot in benchmarks, and the same optimization mindset is now being applied to other expensive systems like meshing and serialization.