ZERSTORENGAMES

VOXEL MINING SYSTEM / VERSIONS

Versions and
roadmap.

Which version of Voxel Mining System Fab installs today, what every version brought and what we are working on next.

LAST UPDATED

ON FAB NOW

1.2.0Live

Released 13 October 2026. This is the version Fab and the Epic Games Launcher install today.

What it brought

NEXT UPDATE

—

No update is waiting right now. What we are working on is in the roadmap below.

The roadmap

YOUR COPY

Which version do I have?

Open your project, Edit > Plugins and search for Voxel Mining System: the version is under its name. When a new version is live, the Epic Games Launcher offers it in your Fab library: install it to your engine again and reopen the project.

WHAT EACH VERSION BROUGHT

Versions.

The highlights of every version, newest first.

1.2.0On Fab now

Real hardness, clean digs, seasons and crops

Rock that takes as many blows as it is hard, cleaner dug ground, mines drawn in the editor, and a farm with seasons and six new crops.

Hardness takes blows

With the new default Dig Mode "Hits To Break", ground needs as many blows as its hardness: sand one, granite seven with a basic pickaxe. Each blow cracks it with chips, dust and a softer sound, a progress bar fills, and the last blow breaks the whole bite off. Erode keeps the 1.1 way.

Mine Shape actors

Drop one in the level and draw its spline: a gallery, a spiral or a pit outline. The editor shows the space that can be dug. Create Mine fits a mine to it, Add Branch adds side galleries, and the digging never leaves the shapes.

Clean, natural digs

Bite rims wear round. Thin flakes and floating crumbs are removed after each blow, and paid like the bite. Loose sand and gravel slide to their angle of repose, so a sand pit becomes a cone, while untouched dunes stay as made.

Level geometry is kept

The ground under the level's buildings, walls and props is never dug, even behind thin walls. Works with World Partition, data layers and streamed levels.

Seasons and a calendar (optional)

Each crop has sowing seasons and grows in days; winter kills the crops that are not hardy. The plugin's clock runs it, or your game's own time system does.

Fourteen crops

Six are new: potato, cauliflower, zucchini, tomato, Halloween pumpkin and watermelon, every stage modelled. Each crop has a withered plant and stubble, and the crops are spread over the year. One crop material is built on two reusable functions: weather (rain, snow, dust) and wind (Ultra Dynamic Weather or your own).

Every crop its own colour from afar

Past the crop draw distance, each crop and stage keeps its own colour (golden wheat, blue flax in flower), measured on its meshes and checked in game. 1.1 had one colour per phase.

Any landscape RVT for the landscape look

Every runtime virtual texture kind works, packed or not, adaptive or not. 1.1 needed one specific kind.

Raise and level, clearer

A preview ring where the pile goes, the soil in the bag, and why nothing happens. Digging sand now lets you raise ground.

One pack folder

Content lives in /VoxelMiningSystem/VoxelMiningSystem (Fab rule). Redirects keep 1.1 maps, Blueprints and saves working; there is an "Upgrading from 1.1" note.

Also in this version: bug fixes and performance improvements.

1.1.0Earlier version

Made to fit any project

The first version sold on Fab: every dig and raise says what it did or why not, AI characters mine like players, saves survive mine edits and the interface takes your own look.

Every action says why

Each blow, raise and levelling reports what it did or why not: out of reach, too hard for the tool, bedrock, cooldown, not enough soil. Your interface can ask the same before the player swings: what is aimed at, how far it is and what a blow would do.

Helpers for AI miners

Your own AI characters can dig like players: the plugin tells them where to stand and swing in each mine, with places for several workers, digs a walkable gallery blow by blow, carries loads to a storehouse, keeps the mines around them awake, and finds entrances and the nearest mine.

Saves that survive mine edits

Move or resize a mine and its saved digs come back where they were in the world; a save that cannot be used is reported and kept, never overwritten. A clear call starts a new game.

Your look and your item names

One interface skin data asset (brushes, fonts, palette, sounds) restyles the plugin's status panel and the example interface, also at runtime; resource names and icons come from your own item catalogue.

Natural piles

Soil poured by the player settles into piles at a natural slope that widen as they grow, instead of narrow spikes, and runs down steep ground. A levelling short of soil now does part of the job with what the bag holds.

Hooks for your game

World-wide events for digging, cave-in warnings, cave-ins, sleeping mines and loaded saves, in Blueprint and C++; cheap status queries (what is left, exhausted) and a ready check for loading screens.

Rain on fields, editor scripting

Rain from the weather source wets the farm and the painted fields. Editor scripting, Python included, places mines, shapes and timber supports along galleries and removes mines cleanly.

A landscape look without extra materials

One project setting names your landscape's virtual texture, so mine types no longer need their own material instance in each project; a Customizing guide tells where to change each part for your own game.

Also in this version: bug fixes and performance improvements.

1.0.0Earlier versionNot sold on its own: the Fab listing opened with 1.1.0, which includes all of it.

Voxel mines, raised ground and farm fields

The first version of the C++ plugin, rebuilt from scratch after the Blueprint product Hexa Grid Procedural Mining System.

Voxel mines in your own landscape

Hillside galleries and open pits drawn with splines; the editor tools paint the landscape holes, and the rock around them takes the landscape's own look through its runtime virtual texture.

Ores, hardness and cave-ins

Ores by depth and rich veins, hardness and tool tiers, ceilings that warn and then cave in, timber supports that hold them, and drops for any inventory.

Raised and levelled ground

Mounds, embankments and level pads anywhere on the landscape, paid with the soil the player dug.

Farm fields cell by cell

Fields on a world grid, grubbed, fertilised, ploughed, harrowed, sown and watered cell by cell; crops through their own stages, faster on wet and fertilised soil, harvested to stubble; weeds and rain; thousands of fields with only the near crops drawn as meshes.

Painted fields

Ploughed, sown, fallow and growing soil worked row by row, with wet soil and puddles, for games that run their own farming.

Saving and status

Automatic save and regeneration, what is left in each mine, and weather on open ground.

Sounds and an example map

Sounds made for the plugin, with variations, and an example map with five mine types, a farm of eight crops, a playable character with mining and farm tools and a demo interface. Unreal Engine 5.7 and 5.8, Windows.

ROADMAP

What comes next.

Planned work, not a promise: the order may change and there are no dates. Every update goes through Fab's review before it reaches you.

Next

  • Rocks and cliffs you can break

    Place boulders, cliff walls drawn along a spline, pinnacles and arches made of the same voxel ground as the mines. They get everything a mine has: hardness by blows, ores, tool tiers, cave-ins and supports, saves and AI queries. Digging into a rock never deforms the landscape under it.

  • Untouched ground at the cost of a mesh

    Until the first blow lands, a rock or the untouched surface of a pit is a baked Nanite mesh with its own collision: no voxels, no meshing, no tick. The first hit turns only that piece into live voxels, with no visible pop, because both share the same surface. Maps can hold many rocks and mines for little cost, and they load faster.

  • Richer ground materials

    New texture sets for the soil, rock and ore materials, and master materials where using your own textures takes a few slots. The five example mine types get the new look.

  • More crops

    A second set of crops, such as carrots, onions, lettuce and maize. Like the fourteen of 1.2, each has every stage, withered and stubble meshes, its colour from afar and its seasons.

  • Lighter and smoother at scale

    Asynchronous loading for every heavy asset, pooled chunk actors and effects, and measured budgets for large maps with many mines and fields. Cleaner light in the shade of very deep holes.

Later

  • Dig anywhere

    Let players dig wherever you allow on the landscape, not only in placed mines. A dig outside every mine opens a small voxel zone on the spot: the landscape gets a hole there, both visual and collision, and the zone digs, saves and sleeps like a mine. You set the allowed areas, the maximum depth and how many zones can be live at once; the landscape heightmap is never deformed.

  • Ready-made rock and cliff sets

    A library of rock and cliff presets with their own textures and ores, ready to drop into a level, and a new area of the example map that shows rocks, cliffs and open digging together.

YOUR IDEAS

Missing something?

Tell us what your game needs: requests from developers shape what comes next. Found a bug? Join our Discord, open #bug-report and post with the Voxel Mining System tag; questions go to #support (in English).

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