About the Game
Allumeria takes a classic voxel sandbox and combines it with in-depth progression through exploration, dungeon crawling and boss battles. You will constantly be discovering new weapons, abilities, resources, enemies, structures, mechanics and tools. The game has a strong focus on discovery and creative freedom.
Advanced Building Tools
Allumeria provides advanced building tools not present in other games. You can change the shape of any block on the fly. Want glass stairs? Want a dirt fence? You can do it! Allumeria has a full RGB light engine. Create dimly lit cozy cabins, or bright neon cities. Monsters only spawn on natural blocks, so you are free to experiment with dark and light! The Paint Roller allows you to paint ANY block in the game, with no limitations. Want to use bricks, but grey isn't your style? Just paint them blue! Multiple palettes are available, from colourful, to earthy, to pastel.
Depth, not Breadth
Allumeria focuses on providing an in-depth experience for every biome. Your story starts in the forest biome, and you will travel to other biomes in a quest to become more powerful. Each biome has brand new resources, enemies, mechanics, dungeons and bosses, top to bottom. A single biome represents an entire new chapter of your story, not just a new grass colour.
Combat and Variety
Allumeria has a simple but diverse combat system. As you progress, more abilities and weapons open up. Start with simple swords and crossbows, then expand your arsenal with explosive bombs, shock arrows, fart guns, snowball cannons, boomerangs, shuriken launchers, frying pans, baguettes, and a myriad of other wacky items. You will uncover equippable trinkets that expand your movement abilities, allowing you to sprint, granting regeneration, gliding, flying, jumping and climbing.
Early Access
Allumeria is an Early Access game. This means the game is going to continue being updated with new content and fixes to improve it even more, with community feedback in mind. The game has already been shaped by many peoples ideas, suggestions and bug reports, and it will continue to improve with your help. The game is already packed full of content, but there is so, so much room to grow.
Screenshots
11 imagesVersion Information
Steam Patch Notes
Official update history
- Bandaid fix for the issue where you clip through blocks rarely. Technical explanation: it occurs when you are in a positive coordinate for an axis. You walk towards a block at x or z 0 and release the W key before touching the block. This causes the movement interpolation to perfectly align you with the EXACT edge of the block. Kind of like finding the limit of a slope in calculus. Due to some weirdness at the 0,-0 boundary this causes the collision check to fail and allows you to walk straight though after being aligned. I say I have done a bandaid fix because I was able to solve it by not allowing the movement intepolation to use infinitely small values, instead being capped at a length of 0.01. This does mean the bug technically remains but the likelyhood of it occuring is extremely, extremely rare. The setup I was using to replicate the issue no-longer works.
- Fixed a bug where you could place blocks inside of Forest Jelly, deleting it and skipping progression.
- Changed loot of undergrowth crates to better reflect the materials and items in the area.
- Reduced the rarity of the faceless miner enemy again. (from a weight of 2 to 4 in the forest, 5 in the undergrowth and 6 in snow and desert)
I apologise for the collision fix and the forest jelly fix breaking the current speedrun strats, but these also have a negative effect on regular gameplay. (Especially the collision bug, I got a LOT of reports of that happening randomly)
This will (hopefully) be the last bugfix update for 0.15, I would like to start working on 0.16 so I can make some bigger changes and additions.
- snow no longer shows up inside rooms
- painted saplings will grow a tree with painted leaves
- watering can will grow saplings
- creating a character or world with the same name will now automatically append a number to the end of the folder to prevent overwriting old saves
- world/character selection buttons will now show the folder name in the description so you can differentiate ones with duplicate names
- added a netcodeVersion flag to increment if the netcode is incompatible
- added a version check for the handshake packet. Now if you try and join a server that doesn't share the same version/protocol it will kick you
- added worm pickaxe that can break the final tier of blocks (dungeon stuff), drops from the worm boss
- added recipes for cobalt and palladium plated stone
- changed plated stone recipes to give 4 blocks per ingot instead of 1
- fixed steam deck resolution being 720p instead of 800p
- made it so that controller glyphs are always shown on steam deck
0.15.8
- reverted crafting fix as it was causing other issues
0.15.9
- fixed a rare issue causing a crash when loading saves
0.15.10
- Fixed boss bar not syncing properly for snow spirit
- Fixed snow spirit appearing as white cubes
- Updated merchant dialogue to be less rude and explain that they want furniture
- Fixed crash when swapping hotbar slots while fishing
- Made bed a comfort passthrough block
- Bed comfort check now starts from the bed block itself instead of the block above iti dont
- Fixed buckets not working correctly in multiplayer
Player Rendering
- Fixed player model jittering in 3rd person
- Fixed armour clipping through player model
- Fixed held item in 3rd person rendering on the ground
- Fixed players in multiplayer missing armour
- Fixed palladium armour displaying as cobalt
NPC fixes
- Fixed loading a world wiping down data
- This should prevent duplicate NPC's from moving in (wasn't able to trigger it after this fix, but please let me know if it happens to you)
Misc
- Increased frying pan knockback (120 -> 180)
- Added sell value to Elevator block (40 copper)
- Added recipe to convert thick logs into regular logs
- Added recipe to convert glass variants into regular glass
- Added a recipe to convert spike traps into iron ore
- Fixed spike traps losing paint when triggered
- Fixed blank entry in stone siding menu
- Fixed typo on shock arrow description
- Added rare chance of spoon fragment drop to forest dungeon enemies in case the dungeon doesn't generate enough
- Fixed crafting with a chest open taking double the ingredients if you had a stack in your inventory and the chest
- Fixed not being able to make the window fullscreen when maximized
- Added --fullscreen argument to force the game into fullscreen regardless of setting
0.15.6
- Properly fixed external controllers on the Steam Deck and other SteamOS handhelds. Sorry this took so long. This time I tested it on my own Steam Deck and paired a controller to it, it seems to work. Let me know if there are any other issues with this.
0.15.5
- Fixed an issue with the drop rate of Forest Keys from dungeon enemies.
- Removed try/catch around Mesh.Draw and replaced with a null check
Hey everyone! Still working through fixes. Thanks for being patient with me and hope you are enjoying the game <3
Increased contrast between iron and silver ingot
Forest keys no longer drop until you have defeated the forest spirit
Added try/catch around a function that seems to be causing crashes but unable to replicate on my end
Fixed dynamite having incorrect material assigned (indestructible)
Fire no longer gives iframes and now does 6 damage every 30 ticks instead of 2 damagae every 10 ticks
Minimum light level to be comfortable sleeping is now 1 instead of 5
Fixed wet soil sometimes causing the chunk mesh to not generate
Fixed paint roller defaulting to black for every roller
Fixed "Room Name" field on signs not updating
Move in/out notification now says "Unnamed Room" if you didn't give the room a name
Did some more work on the fullscreen toggle, it shooould be fine now
Bandaid fix to people progression skipping to get OP tools from the desert, chest wont unlock until you have at least defeated the forest spirit
Decreased the rarity of a certain rare mob
NPC system fixes
changed minimum light calculation ( max(r,g,b) < lowest ? lowest = max(r,g,b) )
fixed placed lava sometimes messing with minimum light level in a room
NPC comfort will now automatically update when talking instead of having to click "check comfort" on the sign
glass stairs & slabs will no longer block direct sunlight (sorry for those of you who were getting frustrated building a greenhouse)
Comfort scan is now done via the sign block itself, not the block below the sign
added a new flag to blocks called "comfortScanSolid". Instead of checking for empty blocks it now checks for non-comfort-solid blocks
any block with no collider is now considered non-solid (aka torches)
the flooring shape is now also considered non-comfort-solid, so placing flooring doesn't reduce room size anymore
Early Game Balancing
adjusted health and damage for Nightflyer, Zombie, Skeleton & Stone Golem
increased flint sword knockback (0 -> 20)
increased copper sword knockback (15 -> 30)
increased minimum spawn radius (16 -> 22)
increased maximum spawn radius (28 -> 34)
added a check to prevent enemies spawning too close to people in multiplayer (spawn radius was per-player)
made bed craftable (5 planks 5 cotton)
Added two new nodes to the guidebook, explaining that night time is dangerous and that biomes are tiered in difficulty.
Misc
Fixed ladders not allowing you to climb down
fixed external controller not being detected when using steam input on steam deck
fixed thick palm log missing translation key and texture
added palm planks to "any_planks" recipe alias
achievements are no longer granted when you are playing with cheats on
Hey everyone! First patch since Allumeria Early Access went live. Thank you so, so much for your support. I've been reading all of the bug reports, discussion posts, feedback, and reviews, and I've started compiling a big list of things that need to be working on/improved. Today I wanted to get a bunch of the low hanging fruit out of the way as fast as possible.
The main thing that needs work that isn't on this list is the NPC system. I've been seeing people with NPC's that are not correctly detecting rooms or duplicate NPC's appearing. Will work on fixing this ASAP. For now, these are the changes in 0.15.1:
- Attempted to fix the crash that happens occasionally when breaking blocks on some machines. I haven't been able to replicate it, but added a try/catch around the problem area as a temporary fix.
- Fixed fullscreen state resetting when exiting settings menu
- Exiting fullscreen from the settings menu will now restore the window to the center of the screen
- I want to work on a borderless mode soon for people who prefer this
- Fixed sand dungeon spawner incorrect material
- Fixed snow crates able to be mined early (progression skip)
- Increased freezing damage from 8 to 30 per 2 seconds
- Fixed health potion descriptions
- Fixed held item getting stuck on screen when closing inventory
- Fixed ladders having stone material instead of wood
- Fixed palm leaves loot table not being assigned
- Drowning now deals 10 HP per breath instead of 1 HP (will change drowning to use the effect system for multiplayer syncing soon)
- Fixed bug where autosaves could occur on the loading screen causing save corruption
- Armoured potion buffed from 4 defence to 12
- Removed item ID overlay when holding space
- Fixed glass shard entity not working in multiplayer
- Made it so ESCAPE will exit keybind mode instead of setting the key to escape
- Fixed naming inconsistency with Birch Leaves
- Added Thick Palm Log
- Fixed palm planks being uncraftable
- Changed vertical slab placement to be purely based on facing direction instead of a mix of normal + facing
- Fixed forest keys not working properly in multiplayer
0.14.3 - Asset Packs
Hey everyone! 0.14.3 is out today. Originally this was meant to be a purely technical update. The game's texture system needed an update badly. It was still using a single atlas for terrain textures, which makes it difficult to create models and near impossible for modders to add their own block and item textures. This has now been solved, and it should be very easy for modders to add new textures to the game. As an added bonus, I decided to spend some extra time implementing an asset pack system that allows you to swap out the game's assets with your own. More details below!
[img src="{STEAM_CLAN_IMAGE}/45486741/fd90f74139c2fb28e6bab7457b9a1056233dd9af.png"]
Asset Packs
Asset packs can modify textures, sounds, entity models, and even structures.
Multiple asset packs can be used at once, they can be enabled/disabled and the priority can be changed.
Unfortunately you do have to restart the game for changes to take effect, the engine needs some more work before it can fully support asset reloading.
The settings menu has received a minor facelift with a slightly wider options panel and icons for the categories.
For block textures, you must specify the resolution in the info.json file included with your pack.
The game comes with an example pack that you can use as a base to create your own. The folder and file structure mirros that of the game's /res/ directory.
[img src="{STEAM_CLAN_IMAGE}/45486741/6cbea68e376d45cb577a7dd1f3204c2d5044024c.png"]
Wallpaper Changes
There are now two other blocks that support wallpaper. Wallpaper Base (Wood) and Wallpaper Base (Stone)
There are also two new types of wallpaper, Stone Siding and Wood Siding.
Wallpaper types and wallpaper bases can be used interchangeably. This should hopefully provide more flexibility with the wallpaper system and allow it's use for both interiors and exteriors.
Technical Changes
The game now reads individual png files for each texture and automatically stitches them together at runtime. This allows for adding custom textures alongside the game's default textures.
If you are a modder, you should be able to either run or modify the AtlasBuilder.ScanDirectory method to load your own textures.
Misc
UV misalignment on block models has been fixed
Ambient occlusion on the bottom of rotated block models has been fixed
Messed up chair model has been fixed
Doors now have a dedicated painted texture
Changed drop rate of forest keys from 50% to 20%
Changed recipe for jelly spoon to require 10 fragments instead of 5
Current Release
Build 25023355
Uploaded Aug 31, 2026
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System Requirements
How to Install
Allumeria.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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