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Vorax – Rebirth: a new beginning
Vorax
1 Tag 09:03 Community Announcements
[p]Hi everyone,
I want to share a clear update on the future of Vorax and explain what Rebirth really means.[/p][p]This is not a marketing post. It’s an explanation.[/p][p][/p][p]First, one important thing:
[/p][p]Vorax has never failed in what it wanted to be artistically.
Its atmosphere, visual identity, creature design and overall tone have always been the part I was most proud of — and many of you appreciated those aspects too.[/p][p]Where Vorax truly struggled was on the technical side: stability, performance, and the ability to evolve cleanly over time.[/p][p][/p]

How Vorax ended up in this state

[p]During most of Vorax’s development (almost three years), I was heavily involved in a demanding real-world project — a large-scale company building renovation that absorbed a huge amount of my time and energy throughout 2022–2024.[/p][p]While that project ultimately ended successfully, it took away the developer focus that Vorax needed.[/p][p]Because of this, I delegated most of the technical and architectural decisions of Vorax.
That choice, combined with the complexity of a true open-world structure, led to a codebase that was difficult to optimize, difficult to extend, and increasingly fragile.[/p][p]This is not an attempt to shift responsibility.
The responsibility for Vorax — its strengths and its failures — is entirely mine.[/p][p]I created the project, I supervised it (poorly, at times), and the final result is on me.[/p][p][/p]

The turning point (2025)

[p]In 2025, once the real eastate project was finally over, I was able to look at Vorax with fresh eyes and full focus.[/p][p]What I found was clear and unavoidable:[/p]
  • [p]multiple architectural bottlenecks[/p][/*]
  • [p]technical choices that made iteration slow and risky[/p][/*]
  • [p]performance issues deeply rooted in the core structure[/p][/*]
[p]At that point, continuing to “patch” Vorax would have been dishonest and ineffective.[/p][p]So I made a hard decision:[/p][p]stop everything, analyze everything, and start over.[/p][p]This also meant ending all previous technical collaborations related to the old implementation.
Again: not to blame anyone — but because the architecture itself needed a clean break.[/p][p][/p]

What “Rebirth” means

[p]Vorax: Rebirth is not a continuation of the old build.[/p][p]Vorax Rebirth is not Vorax with fixes.
It is a restart from version 0.1.[/p][p][/p][p]Some key changes:[/p]
  • [p]the previous fully open-world technical approach has been abandoned (this will not negatively affect the gameplay experience)[/p][/*]
  • [p]the game is now built around contained environments / levels, far more sustainable[/p][/*]
  • [p]I am personally handling the core technical architecture[/p][/*]
  • [p]performance and stability come before content and story[/p][/*]
[p]Rebirth will start slowly and deliberately.[/p][p]The first versions will focus on:[/p]
  • [p]sandbox-style environments[/p][/*]
  • [p]core systems (inventory, weapons, enemies, AI, combat)[/p][/*]
  • [p]solid performance and clean behavior[/p][/*]
[p]Only after the technical foundation proves stable and reliable will we expand:[/p]
  • [p]environments[/p][/*]
  • [p]narrative elements[/p][/*]
  • [p]story progression[/p][/*]
[p]This is the opposite of how the original Vorax was built — and that is intentional.[/p][p][/p][p]The initial versions will be closer to a sandbox environment, where players can experience and test the core systems:
inventory, weapons, enemies, movement, combat, survival mechanics — this time implemented properly.[/p][p]Only after performance and stability are solid will narrative elements and larger content be added.[/p][p][/p]

Why I’m confident this time

[p]Today the situation is very different:[/p]
  • [p]my time and focus are finally fully back on development[/p][/*]
  • [p]I’ve spent months deeply understanding what went wrong, both technically and structurally[/p][/*]
  • [p]I’m rebuilding Vorax with a simpler, clearer, and far more realistic architecture[/p][/*]
  • [p]development is once again focused, enjoyable, and technically solid[/p][/*]
[p]In parallel, I’ve been working on a smaller project (The Apartment, a working title, to be released in the coming months).
That project has been extremely valuable for me as a developer: it allowed me to refine workflows, performance strategies, and architectural decisions that directly apply to Vorax Rebirth.[/p][p]Several core technical aspects are shared between the two projects, and what I’ve learned there is already shaping Vorax in a much healthier way.[/p][p]This doesn’t mean promises or deadlines.
It means a sustainable path forward.[/p][p][/p][p][/p]

Looking ahead

[p]Rebirth will grow step by step, update by update.
Players who appreciated the spirit of the original Vorax will be able to see its core ideas take shape again — this time on foundations that can actually support them.[/p][p][/p][p]This is not about rushing.
It’s about doing it right.[/p][p]Thank you to everyone who stayed, criticized constructively, or simply waited.
More updates will follow as Rebirth progresses.[/p][p][/p][p]— Riccardo[/p]
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