ScorchedVoxels
Stages convert to voxel terrain at load: explosions and melee swings carve real craters the whole lobby sees. The loading wait hides a four-game arcade with a pet terrarium. Optional gore (off by defa
Screenshots 1 screenshots
About this mod Author’s original text
ScorchedVoxels
Space-Engineers-style destructible terrain for Risk of Rain 2. Every explosion
carves the world for real: at stage load the static terrain converts into voxel
density fields, and from then on craters and tunnels are real geometry, permanent
until the stage ends. Blasts throw up a rim of displaced rock, and blades cut:
a melee swing slices out the rock it sweeps through, and thrown blades like
Chef's cleaver carve along their flight. Dig wide, dig deep. Deep rock
materializes as you reach it. Works in multiplayer: the whole lobby sees the
same holes.
Current release: 0.20.72 "Blood Money".
What it costs
Real geometry is not free. Know the price before you install:
- RAM, a fair amount of it. Expect the game to use 5 to 8 GB with converted
terrain loaded, depending on the map. It was worse; 0.20.69 cut it roughly in
half.
- A second loading screen, every stage. The voxels are built when a level loads,
and on big maps that takes a while. This is the mod's real downside, and it's why
the loading screen grew player cards and then a whole arcade: something worth
looking at, and now something to play, while the terrain builds.
Destruction
- Craters are carved from the terrain itself, not drawn on top. The cost per
blast is constant: the 100th rocket deforms as cheaply as the first.
- Blades cut the ground. A melee swing carves out the slice its arc sweeps
through rock, for every survivor and monster with a sword, club or claw.
Thrown blades count too: Chef's cleaver slices along its whole flight.
- Materials have hardness. Metal and concrete resist, crystal and ice shatter
into slightly smaller craters, dirt and snow blow out wide. The hardness table is
built in, tuned against every stage's material list (base game plus DLC), and
identical on every machine.
- Debris is the rock you broke. What flies out of a crater matches the volume
removed, textured with the ground it broke from. Sword cuts drop a slab shaped
like the cut, and big chunks shatter into smaller pieces when they land. All of
it is visual-only and close to free.
- Colliders never cheat. Distant terrain renders at reduced detail to save
frames, but what you stand on and shoot is always exact.
Gore (experimental, off by default)
Kills are comic gore, in the same spirit as the terrain: the bodies really come
apart.
Gore is experimental and ships disabled. Flip the Gore switch in the options
menu (or GoreEnabled in the config) to opt in. It is stable in normal play;
performance in very large fights is still being tuned.
- Every death goes physical. Canned death animations are gone. Bodies ragdoll,
and the killing blow shapes the corpse: blades cut it in half along the actual
swing, explosions rip it into flying wedges, bullets drop it where it stands.
Corpses linger about two minutes and stay cuttable the whole time, and severed
pieces can be cut again in the air.
- Blood sticks to the world. Kill splatter, dribbling pieces, drifting
droplets and sword-swing sprays all land as decals on the terrain and soak into
carved rock. Hits on live enemies leave bleeding wounds, and every survivor's
primary marks its target: Huntress arrows stay planted where they land.
- Big hits tear chunks out of living enemies. A heavy enough blow rips a
piece off a body that keeps fighting: the hole bleeds, moves with the
animation, and stays through death. Rare on ordinary hits, roughly one in ten
on heavy ones. Cosmetic only; hitboxes never change, and players are exempt.
- Elements sign their kills. Fire chars the body, ice shatters it, acid eats
it down to a husk, lightning arcs across it, void collapses it with rising
sparks. Massive overkill stages a bigger show.
- Purely cosmetic. Corpse shapes are local to each machine and never affect
gameplay. Everything rides hard caps, so a messy fight cannot run away with
your frame rate. The Gore switch and the Blood Amount slider live in the
options menu; in multiplayer the host's blood amount ap
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: