From voxels to meshes



Today there's a big update that mainly affects the visuals of Labyrinth – Wrath of the Minotaur. I've been working intensively over the last few weeks to modernize the visual basis of the game – and the result is a much fresher, more atmospheric look.
Until now, the game world was heavily based on voxel graphics. This was practical for the rapid prototyping phase, but had its limitations in terms of detail, atmosphere, and variety. That's why I decided to convert the world of Labyrinth to mesh models.
The advantages of this change are clear to see:
More detail: Rooms, walls, and objects can now be rendered with finer shapes, more organic structures, and more realistic proportions.
Variations: The new mesh base makes it easier to incorporate different models and decorative elements, giving the labyrinth a more varied appearance.
Atmosphere: Light and shadow effects unfold much better on meshes, making the atmosphere more intense and the game more immersive.
This makes Labyrinth feel less like a “block construction kit” and more like a real, ominous environment in which you could get lost.
Labyrinth - Wrath of the Minotaur
Survive King Minos' labyrinth as the Greek hero Theseus in this dungeon crawler
| Status | In development |
| Author | Pajamo Studio |
| Genre | Role Playing, Survival |
| Tags | Action RPG, Dungeon Crawler, Historical, Indie |
| Languages | English |
| Accessibility | Interactive tutorial |
More posts
- Of gods and deedsDec 25, 2024
- Welcome to the labyrinthSep 10, 2024
