
Hollowstride
A multiplayer voxel sandbox game in Unity with procedural world generation, FishNet networking, and Steam Workshop mod support.
Team
Solo
Duration
~2 years
Scope
Engine | Gameplay | Networking
Status
Ongoing (hobby + coursework)
Overview
Hollowstride is my Minecraft-inspired voxel sandbox project. Players can explore, build, and dig through a procedurally generated world either alone or with friends. The world is built from 32x32x32 chunks and generated in modular stages, which makes the system easy to expand over time.
Role
Kind of everything.
Tech
UnityC#Jobs + BurstFishNetSteamworks
Key contributions
- Built a voxel engine around dense 32x32x32 chunk arrays, with chunk streaming, saving, and modular world generation.
- Designed the world generation pipeline in separate stages like shape, surface, ores, water, caves, and decoration so it stays flexible as the project grows.
- Implemented multiplayer with FishNet in a client-server setup, with server-authoritative gameplay and responsive client-side input and rendering.
- Integrated Steamworks for hosting and joining games, plus Steam Workshop support for mod sharing.
- Built data-driven loading for blocks, items, textures, and crafting recipes to make the game easier to mod and expand.
What I learned
- One of the biggest improvements was moving world generation over to Unity Jobs + Burst, which gave a major speedup in chunk generation benchmarks.
- I learned a lot about profiling and optimizing heavy systems like generation, meshing, and serialization, especially around memory usage, allocations, and parallel work.
- The project also gave me hands-on experience with Steam features like multiplayer flow and Workshop integration in a real game.