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Petramond

Petramond

A voxel sandbox about wild landscapes, player-built homes, and worlds that can grow through mods.

Download Petramond from the latest GitHub release

Petramond world screenshot

Petramond starts with the best part of a block world: stepping over a ridge and seeing somewhere you want to go. Its worlds are built for long views and varied journeys, with mountains, oceans, rivers, caves, forests, wetlands, snowy peaks, deserts, and redwood groves waiting past the next hill.

Mine what you need, craft better tools, build a shelter, place chests and furnaces, sleep through the night, and turn a raw landscape into a place that feels like yours.

Play The World

  • Explore wide procedural worlds with dramatic terrain, water, caves, and biome-to-biome variety.
  • Build with familiar materials plus shape-rich blocks like stairs, slabs, doors, beds, glass panes, torches, and workbenches.
  • Craft tools, cook resources, store supplies, gather drops, and keep your player alive through health, food, fall damage, and status effects.
  • Meet wildlife and hostile experiments, including sample mod packs for zombies, kitchen ovens, and wheel blocks.
  • Switch between first-person and third-person views while you build, fight, or just take in the world.
  • Play with a mod-ready content system designed for new blocks, items, mobs, recipes, sounds, GUIs, and world behavior.
  • There's technically multiplayer.

Crafting recipes

Open your inventory or a crafting table to browse the recipes available there. The list is searchable, shows ingredient icons and quantities, and disables recipes you cannot currently afford. Select one and press CRAFT; crafting tables also offer the recipes that require a table.

Current Status

Petramond is in development. It's here for those who want to try it out, but don't expect it to be big like Minecraft. I want the base game to be a game engine with some sandbox features, but add content packs like combat, farming and cooking through mods. The mods will be first-class curated packs but there will also be an API to add your own content.

There is also something that looks like multiplayer that does work, but don't expect it to be amazing.

I am using AI assistance and a very strong preference about how I want the code to be architected to build this game.

Play From Source

You need Rust stable and a desktop GPU/driver stack supported by wgpu.

make run

Useful playtest options:

SEED=0x12345678 RD=24 make run
PETRAMOND_WORLD=my-world make run
PETRAMOND_FPS=120 make run

To build and install the sample mods:

rustup target add wasm32-unknown-unknown
make mods

Controls

  • WASD move, mouse look, scroll wheel selects the hotbar.
  • Left click mines or attacks; right click places, uses, or opens blocks.
  • Space jumps, Shift sneaks, and Ctrl sprints.
  • E opens inventory, 1-9 selects hotbar slots, and Q drops the held item.
  • R rotates supported held blocks, V changes perspective, and Esc closes screens or pauses.

Modding

Mods are part of the game's identity, not an afterthought. Sample packs live in mods-src/ and can add content such as blocks, items, mobs, recipes, sounds, models, and custom interfaces. After make mods, the installed local packs live in mods/.

Source Extras

Build the game without running it:

make build

Open the GUI builder:

make gui-builder

Generate world preview images:

cargo run --quiet --bin genmap -- 42 /tmp/top.png top
cargo run --quiet --bin genfeature -- redwood /tmp/redwood.png 42 all 8

About

Native Rust voxel sandbox with deterministic simulation, data-driven content, and WASM modding.

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