What Voidmarch is, and how it is being made
The idea behind the game, the games it learns from, what it is aiming for, and how much of the work AI models do.
The idea
Voidmarch is a science-fiction MMORPG in two halves. Outside a fight, you walk a three-dimensional tile world in real time, alongside everyone else who is online. Run into something hostile and the fight moves to a tactical arena, played a turn at a time: action points, line of sight, and cover that can be shot to pieces.
The setting is a frontier under a torn sky. The void has begun coming through, and the empire holds it back with beacons: a world under one keeps its sky, a world without one does not. You are a Marcher, licensed to hold a border the empire would rather not pay for, and paid by the contract.
Where it comes from
The clearest debt is to Wakfu: a world you explore freely, fights on a grid where every cell counts, and a character sheet you build rather than simply level. Dofus, its predecessor, is a reference too, sometimes as a warning: parts of Voidmarch's stat system are there specifically to avoid problems Dofus ran into.
Voidmarch moves that loop into science fiction. Elements give way to four damage types (kinetic, arc, corrosive and void), and travel between worlds goes through a spaceport and a star map.
For the fights themselves, the other reference is XCOM. Cover and line of sight matter as much as range: low cover makes you harder to hit, high cover blocks the shot until someone leans out around it, and either can be shot to pieces. Every shot shows its chance to hit before you take it.
What it is aiming for
Fights where position matters. Where you stand should count as much as what you fire. Fight monsters turn by turn, and join with your friends to fight together. Monsters will flank you and use cover.
An economy that players make. Everything worth carrying is harvested, salvaged from what monsters leave behind, or crafted by a player. There will be several jobs, and a player-run exchange to trade what they produce.
A frontier lit town by town. Light should matter: lit towns are safe, dimmed ones are not, and the dark is worse. Later, corporations of players will be able to pay to keep a town lit, and decide who it stays lit for.
Any race, any class. Every race may take every class. A race only changes stats that do not favour one class over another, so you can play any combination you like.
How it is being made
AI models are involved in nearly every step of making Voidmarch, and we would rather say so plainly than leave it to be discovered.
Code. Most of the code is written with Claude Code, an AI coding assistant: the servers, the game client, the tools that turn content files into game data, and this website. Nearly every rule has an automated test that fails when it is broken. Where both the server and the game compute the same thing, such as line of sight, hit chance or experience, tests check that the two agree.
Art. 3D models start in text-to-3D and image-to-3D generators, and textures in image models. They are then cleaned up, brought down to a polygon budget, rigged and animated in Blender before the game loads them. The assistant can work in Blender and in the Godot editor directly, which shortens the path from an idea to something on screen.
Translation. Every line of text in the game and on this site is a permanent key in a translation catalog. The other languages are written by an AI model working through those catalogs.
What stays with people. The models do much of the making. What the game should be, how its world works, and whether something is good enough to ship are decided by people.
Why. An MMORPG is usually the work of a large studio over many years. These tools are what make it possible to attempt one with a team this size, and to show the work here as it happens.
If you have thoughts on any of this, or would like to help, join the discord at discord