I finally found a voxel size for Fateless levels that is just small enough to produce interesting results, but large enough to keep level production at a good pace and still make decent-size maps. It's exactly double the voxel size that I started with in the beginning and exactly half what I was doing lately. The new standard map size is four chunks of 32x32x32 (so, 64x64x32). As you can see, it allows for town-like settings with a few buildings, created in a day or two (granted, requiring high inspiration). Unfortunately this new format is too heavy for mobile until I optimize my engine, so I'm only going to be producing desktop builds of Fateless for a while. Besides, I find that the game is much more fun on desktop than it is on mobile, and the players seem to think the same, so far. I am yet to get a negative review or rating on the desktop version (not saying it won't happen).
I released two new levels created with the new method, one of which is featured in the video and screenshots below. They are the new "Episode 1" (I changed the episode numbers to put the latest and best content at the beginning of the game). You may notice that one block goes right up to the player's chin, so you can still aim over it. This is also generally convenient for making things that you can look over. The standard door height is two blocks tall, one block wide. The standard windows can be about 2-3 blocks high and come out looking pretty cool on buildings. These are pretty realistic and practical dimensions and it's nice to be able to make them quickly out of cubes.
Fateless for Windows on Itch.io
Fateless for Windows on GameJolt
Fateless for Windows (non-installing ZIP)
Steam release date is: Nov 28, 2019
Steam Page Link
I'm playing with a controller, so the feel of the video may be unfamiliar to you. Strafing and turning works just fine. What is the problem with .MSI? OK, I will consider releasing a .ZIP. Regardless, It's coming out on Steam on the 28th so it should be easier for everyone then.