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Bearded Ninja Games

A member registered Nov 22, 2016 · View creator page →

Creator of

Recent community posts

Have fun! I've been working more on marketing stuff lately, but I expect to get back to more gameplay updates real soon!

Steam workshop integration is in the works! For the initial Steam release this will mostly be limited to maps, but modding  is a main priority and the Workshop seems like a nice option alongside the in-game sharing. Thanks for the comment!

Cool! Each object has a name and an id. So if you placed a "Rock" object down, that object would be "Rock 1". The next one you place is "Rock 2", etc. 

However, the code editor and JavaScript system is getting a pretty substantial overhaul, so I'd hold off on the JS stuff until I get the docs tidy. I typically post on the Discord channel about the more advanced stuff like the Code Editor, if you'd like to keep up to date.

 But to answer your question, in the future you'll be able to do stuff like this :

var rock = GameObject.Find("Rock 1");
// Launch Rock Into the Air
rock.AddForce(0, 1000, 0);

For Events (like OnClick, as you mentioned), you'd do something like this :

// Global Callback
function OnClick(obj) {
  if(obj.name == "Rock 1") { // Launch Rock Into the Air obj.AddForce(0, 1000, 0); } }

Thanks for the feedback wabsol! The Steam version will allow you to only accept people from your friends list.

But for the itch.io version I will add a button so that you can kick / ban players once they've entered your world. That should help.

Did you have anything in mind for how to create quests? Would you be ok with using JavaScript, or would you prefer an interface of some kind?

I'm the only developer and this is my first game :)

New guns will be in the Steam version :)

I've been thinking about a quest creator for a while, but I haven't come up with an easy way to let players create their own. I may just start with basic objectives (kill # enemies, collect # coins, reach x location, etc), and then see where we can go from there.


Have you tried using the itch.io app? That might help if your download is being interrupted.

1. Yes, you will be able to set patrol points for placeable NPC's in the next update (1.8). You can use the NPC Spawner (red skull icon) to connect to Waypoints as well. I'm also working on adding a zombie NPC that spits acid, a fast/sprinting zombie, and a giant zombie, to add variety. 

2. You can connect waypoints to other waypoints so enemies can move as far as you'd like. You can even have them loop back. So if you have 3 waypoints, you can connect 1 to 2, 2 to 3, then 3 back to 1. This is how you make a railroad track as well.

3. Not sure I quite understand the question. I am going to redo the tutorial completely, though. For example, there is an electrical system where you can use the wrench to connect batteries, switches, motors, etc. It's really cool and hasn't really been explained yet.

Thanks again! Your feedback pushes me to get out updates more quickly :)

Hi there  grimdawn122. Sorry for the late reply, I've been on out of town and just got this notification.

To answer your questions :

1. Yes, definitely! Getting it polished and bug free is my main priority. I would also like to have a better tutorial in place before releasing to Steam EA as well.

2. I plan on launching themed, free updates. For example, a water update might add ships, pirate characters, and island set pieces. An FPS update might add more weapons, game modes, and enemy types. 

For the enemies, you can currently change the model, weapons, and faction, but there are more immediate plans to customize behavior, dialogue, and things of that nature.

3. Absolutely. There are already waypoints in place (see the FPS Tower Defense showcase world for an example), but I'm not so sure about specific animations. The goal is to have each piece be pretty modular. For example, the waypoints can be used for NPC routes, but they can also be used to create railroad tracks, and moving platforms.

4. I've thought about custom quests quite a bit, and I think that feature is farther off.  I just can't think of a good way to allow for quests other than "Kill X enemies" or "Reach This Destination", which seems limiting. I may end up adding some sort of scripting system so that advanced users can mod the system to their liking. If you have any ideas for this I'm all ears!

Thanks for the feedback, I really appreciate it! I'm on Discord and the community is pretty active there if you want to keep up to date.


Thank you!!

Thanks for the video, Spotman!

Check out the new bow!

ok :)

Hey there,

The next update will have much better pathfinding, and you can even place down a wave spawner to create waves of enemies that will attack the player.  This will be a pretty big update, just need to polish some of the multiplayer functionality before I release it here.

Thanks for the message!

Hi RonDan,

I do not currently have any plans to support 3d model import, but that could change in the future. As long as the files aren't very large and can be realistically synchronized over the network for multiplayer, I don't see why not.

The game is currently single player and multiplayer with no account needed. The multiplayer is currently co-operative, but I am working on competitive modes as well that is two updates away. New update with bug fixes coming out shortly!

Thanks for your comment!

Hi there. I'll update it so that the neutral team won't attack the player unless attacked first. I'm working on a team mode where the player can select which team they are on (red vs blue), so the factions will be more applicable to the player. Should have an update out late this weekend, so keep an eye out!

The NPC's have a bow or sword that can be equipped. You can also change their faction (Red, Blue, Neutral) and they will attack or defend each other accordingly. Zombies are their own faction (anything with brains ;)

Still refining the platformer mechanics, but fps updates will come soon!

Thanks for the feedback! I've already gotten started on the bugs you pointed out - very helpful! A tutorial sounds like a must at this point as well.

The second level is by far the most difficult, and is meant to play like a Flappy Birds homage. It does get a little bit more interesting after you make it through the pillars. It is very difficult and requires precise timing of the jetpack. It does feel good once you master it, though!

I've played it a lot, and make it look easy ;)

Guns are currently experimental. They will be more refined during the zombies and tower defense update. Right now the priority is polishing up the platformer and adventure gameplay. For now you can place multiple NPC's (zombies, skeletons, etc.) and a pistol somewhere while in Edit mode. Then switch to Play mode (default is 'P' key) and you can now pick up any weapons and the NPC's will be active. I'll post a video on my youtube channel later on these new updates. Feel free to swing by the Discord channel, too.

Hi Creeperkiller09,

I just uploaded a new version that will skip the update check if no internet is found, so you can play completely offline. Download the new version and let me know if you come across any issues. Thanks!

Hey there Creeperkill09,

Yes, this build is 32-bit. It should work well on most systems. Have fun!

Hi there iwanPlays. I just tried on two different PC's and both worked ok on this end. I have an update that will be uploaded soon, but here is an alternative url you can try in the meantime : http://supervoxelworld.com/svw.zip

I am pleased to announce Super Voxel World is now available for free on itch.io! This is an early access title, with frequent updates and community discussions.

To the itch.io page!

What is Super Voxel World?

Super Voxel World is a creative sandbox packed with features to help you unleash your imagination. Create 3d Platformers, First Person adventures, or just have fun playing with the editor. Featuring full online multiplayer and world sharing.

Check out the inital release video here :

Thank you for your time, and have fun!

To the itch.io game page!