
Lucid dream · homesteading · voxel · main project
A lucid dream homesteading voxel game by Shoalstone. Travel through dream frontiers, chain homes as pocket dimensions, walk sunny ground before the dark. Archive of public posts, captures & design notes.
31 entries · 17 with media · 6 featured · sourced from @Shoalst0ne · not Mojang
Fresh design notes + the newest clip — through the Glare, into the Wilderness.
you chain homes through dimensions as pockets of safety in an expanding frontier through the dream
the core gameplay loop of Quiet Worlds is about travel; ironically, the world feels grounded, despite being ungrounded in nearly every way possible
imagine walking through sunny landscapes to prepare your mindset before venturing into a dark dream
in Quiet Worlds the incentive to build structures is that you can shift the rooms of your house into pocket dimensions that provide lingering effects when you spend a moment there
Quiet Worlds is a lucid dream homesteading voxel game
Core gameplay is about travel — the world feels grounded while being ungrounded in nearly every way.
Build structures, then shift rooms into pocket dimensions that leave lingering effects when you rest there.
Homes chain through dimensions as pockets of safety across an expanding dream frontier.
Walk sunny landscapes to prepare your mindset before venturing into a dark dream.
Quiet Worlds: through the Glare, into the Wilderness


sirens are too stronk, sirens lure me in god mode when trying to test lol









trap dimension (fullbright btw) (caves not shown) (only bearable because game has no death penalty)


block tint with lighting plus block fade color is chef's kiss

Pitch, engine rewrite, dimensions, crafting, mesh pipeline — full text posts from the timeline.
you chain homes through dimensions as pockets of safety in an expanding frontier through the dream
the core gameplay loop of Quiet Worlds is about travel; ironically, the world feels grounded, despite being ungrounded in nearly every way possible
imagine walking through sunny landscapes to prepare your mindset before venturing into a dark dream
in Quiet Worlds the incentive to build structures is that you can shift the rooms of your house into pocket dimensions that provide lingering effects when you spend a moment there
this is definitely my main project
Opus 5's special job is artist, Opus 5 is finally contributing effectively to my voxel game by doing all the 3D mesh blocks
Quiet Worlds new dimension
in other words Quiet Worlds has some weird mechanics
technically you can settle the trap dimension but only if you build the infra to reliably spawn on dry ground after the teleport so your cresset doesn't quench
very sane crafting system where your house becomes a multidimensional exhibit/gallery House of Leaves
Quiet Worlds is a lucid dream homesteading voxel game
my new engine for Quiet Worlds is totally distinct from my previous Minecraft reimplementation and is better in many ways; it now shares no code, code structure, constants, etc. only some visual similarities from inspiration and the genre
putting Toriningen in my voxel game
the fable age of minecraft