Veloren is an action-adventure role-playing game set in a vast fantasy world.
- 🏕️ Explore enormous mountains, arid deserts, dense jungles, and many more environments
- ⚔️ Discover many different weapons and play styles with dynamic and fast-paced combat
- 🏠 Interact with NPCs and craft equipment in towns to help you on your way
- ☠️ Encounter menacing bosses and fearsome monsters in dungeons and hideouts
- 🌎 Experience a complex and interconnected procedural world, fully simulated as you play
- ⛏️ Delve deep beneath the earth to mine ore and gems in sprawling cave networks
- 🐎 Tame wild beasts as companions and mounts to aid you in your journey
- 🫱🏽🫲🏿 Adventure with friends on multiplayer servers, or host your own over LAN
- 🛠️ Discover the source code and contribute to the project yourself
What are you waiting for?
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These weeks in Veloren 244
In this second flashback episode of TWiV, we look at combat’s rolling remixes, shiny new goodies, plus some puzzles and newspapers. — horblegorble, TWiV Contributor Contributor work Thanks to everyone who contributed to veloren
7 Comments
pndy
Isn't that word used as name means "lost" in German?
I tried it a while ago and it looks really interesting – especially biomes and lightning
skitter
If you're interested in how the mountains and rivers are generated, it's mostly based on the paper "Large Scale Terrain Generation from Tectonic Uplift and
Fluvial Erosion": Each chunk rises (at a noise-based, constant rate) while erosion is applied based on the chunk's slope and the size of its catchment area.
The result is a river network as well as the central height of each chunk; based on this roads, caves and structures are laid out. The actual voxels are only determined when a player loads the area and are (usually) not persisted.
Also, for some technologies not related to worldgen: Rendering is done via wgpu, models are built in MagicaVoxel, and both client and server use an ECS (specs).
matricaria
This is an open source version of another game called Cube World, which was basically a scam when it came out. Had only a few of the promised features and didn’t update for years.
echelon
Rust gaming is picking up.
Veloren's mainline client is built on its own engine.
Tiny Glade uses Bevy ECS, but has it's own graphics stack.
Both Bevy and Fyrox are starting to get pretty capable. They're not Godot yet, but they're getting there. Bevy and Fyrox have very different design goals, so there's something for everyone.
Bevy leans hard into ECS and has a ton of utility crates and third party libraries, such as level builders. Fyrox is not so heavily tied to ECS and tries to build everything in as a complete package. Bevy is the more mature engine, but both are viable.
Both can be easily deployed to the web as WASM bundles, so they're ideal for multi platform targeting.
Rust is shaping up to be a major game programming language. And it's already an incredible web backend / RPC / API service programming language, so you can write your game server in Rust too.
misnome
Minor note that installation via the launcher (Why a launcher!?!) seems a bit broken. Both the direct mac download, and installing from Cargo, installs Airshipper v0.15.0. This says that it's outdated and to install a new version. Clicking the button to do this takes you to the Github releases page, where the latest version is 0.14. There's a december release for v0.16 but it's a tag only and has no artifacts. Quit in frustration.
Edit: Despite having an issues page, the GitHub page of the launcher is apparently only a mirror of the GitLab repository. GitLab has artifacts for the latest version. I am mystified why they send people to the GitHub page on their officially linked and `cargo install` downloads.
muterad_murilax
Reminds me of 3D Dot Game Heroes for the PS3.
99094
I remember playing a very very early version of Veloren as a Cube World alternative. Happy to see where it is right now.