Two weeks ago I wrote about vibe coding a voxel editor because the existing ones kind of sucked. Roxel is now at v0.6.3.
What’s in it now
The core editing experience is solid. Full color palette system, command palette, view-angle presets, a custom color picker with color-space support, flyby camera mode. The UI went through a canvas-first redesign with floating chrome, and a first-launch tour. It even auto-checks for updates.
It’s starting to feel like something I’d actually pay for.
What’s ahead
The one thing blocking me from actively sharing it is macOS code signing. I’m waiting on an Apple Developer account to get that sorted.
Longer term, I want to build a plugin architecture. One of the primary goals for Roxel is to keep it simple — and a plugin system would let people bring their own features without bloating the core app for everyone who doesn’t need them. That’s probably not a 1.0 feature, but it’s where I want to take it.
The detour became the thing
I started Roxel so I could make a CSS game. I still want to make that game. But somewhere along the way Roxel stopped being the detour.
That’s fine. Maybe it turns into something. Maybe it stays a hobby app I use myself. Either way — it’s open source on GitHub and free on itch.io for Mac and Windows, and I’ve shipped more working software in the last two weeks than I expected — in a language I can’t write. Still a win.