Surface biomes
Forests, soil, props, rocky shelves and first resources.
A procedural voxel frontier of forests, rock shelves, underground caves, hostile creatures, Core Zones and protected settlements.
Play PrototypeCorewilds is framed as a living voxel world rather than a static map. The terrain is chunk-based, which means the world can be loaded around the player and expanded through deterministic generation and persisted changes. This gives the project a foundation for forests, rocky zones, caves, ruins, props, mobs and player-built settlements.
The surface layer is where players learn the world language: soil, stone, trees, props, routes and visible claim borders. A new player can gather common resources, understand tool behavior and decide where to build a first protected area. This surface layer should feel readable, because a good sandbox lets players form goals without reading a manual.
Underground space is where the game becomes more dangerous. Caves and deeper mining layers create routes toward rare ores and Core Shards. Block hardness, tool tier and durability matter more as players push into deeper material. A weak tool can still participate, but better tools make mining routes more efficient and more strategic.
Forests, soil, props, rocky shelves and first resources.
Deeper routes, higher risk and rare ore discovery.
Rare world-native resources tied to caves and old ruins.
Passive and hostile creatures that affect exploration and drops.
Protected areas for settlements, workshops and creator spaces.
Planned high-value regions with stricter access and review rules.