Viktor PennskogViktor Pennskog
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Hollowstride still

Hollowstride

Solo-developed multiplayer voxel sandbox in Unity focused on procedural generation, multiplayer, and moddability.

Team
Solo
Duration
About 2 years
Scope
Full stack
Status
Hobby + course work
Overview

Hollowstride is a multiplayer voxel sandbox where players shape a living world solo or with friends. The world is generated in staged steps (shape, surface, ores, water, caves, decoration) using 32x32x32 chunks, making it easy to expand world variety over time.

Role

Solo developer leading the engine, networking, tooling, and product direction toward Early Access.

Tech
UnityC#Cubic Chunks
Key contributions
  • Built a custom voxel engine with chunked storage and modular generation pipeline.
  • Implemented server-client architecture with authoritative simulation and responsive clients.
  • Added core systems (items, crafting, chat, commands) and a modding-focused content flow.
  • Shipped Steam-facing integration work for store presence and mod pipeline.
What I learned
  • Rewrote generation with Unity Jobs + Burst, achieving up to ~26x faster chunk generation in benchmarks.
  • Applied data-oriented profiling to prioritize generation, meshing, and serialization hotspots.
Detailed notes

Hollowstride is my solo-developed multiplayer voxel sandbox built in Unity, focused on three pillars: procedural generation, multiplayer, and moddability. Players can explore and shape a living world solo or with friends, while the project grows toward Early Access with an open, community-driven development approach.

Under the hood, the game runs on a custom voxel engine where the world is divided into 32x32x32 chunks stored as dense arrays, generated in modular steps (shape, surface, ores, water, caves, decoration). This staged pipeline makes it easy to extend generation rules and world variety over time.

A major milestone was implementing a server-client architecture designed to work both for solo play (local host) and online play (host + clients). The server owns world simulation and authoritative gameplay logic, while clients handle rendering and responsive input, built with data ownership and cheating concerns in mind.

On the tooling/content side, I added foundational systems like items, crafting, chat, and commands, and built the project around customization, supporting user-created content (blocks, items, textures, and custom generators), including Steam-facing integration work like the store presence and mod pipeline.

Finally, I explored data-oriented optimization for voxel PCG by rewriting the generator using Unity Jobs + Burst, measuring up to ~26x faster chunk generation in a controlled benchmark compared to the baseline implementation, work I plan to keep applying to expensive systems like generation, meshing, and serialization.