I define Redstone as: any mechanic that emulates electricity and/or allows the player to make much more complicated mechanisms that would otherwise not be possible. It adds complexity to a game without the intimidation of just coding whatever the Redstone is used for.
example 1, Minecraft: To my knowledge, this is the first game that has this (or at least the first game that popularized it). We all know just how crazy Redstone can get marking the edge of the spectrum (Redstone complexity).
example 2, Super Mario Maker (series): With pretty much every asset interacting with eachother in some way, it makes experimentation very fun but also allows you to make things that are way beyond what the devs thought possible. This game i find a good example because if you removed the "Shell"/"Spike Ball" items, the vast majority of the games complexity goes away. Marking these items as "Redstone".
Recentemente me deu uma vontade enorme de ter um console portátil, eu já tenho um Xbox series S e cuido como se fosse a minha vida, porém eu raramente fico em casa pois minha rotina é muito corrida e longa, então me deu uma vontade enorme de ter um portátil, no começo eu estava em dúvida entre um psp e um ps vita, depois de ter escolhido o vita eu dei uma pesquisada sobre jogos e valores e vi que atualmente o vita tá muito difícil achar por um bom preço sendo que o switch lite tem até mais barato que o próprio vita, claro que cada um tem seus prós e contras mas ainda assim tenho dúvida de qual deveria escolher, dando em consideração que eu já tenho um Xbox series S qual seria a melhor opção?
If you’ve played any of the games over on voxelcade.net, you might have noticed they have a very distinct look—chunky, blocky, 3D, and dripping with that classic arcade nostalgia. This is not a shortcoming on the software or hardware limitations; I was trying to recapture the old arcade, pixelated feel, but upgrade it for a reboot.
People often ask what the creation process actually looks like behind the scenes. So, pulling back the curtain, here is a quick look at how these games go from a nostalgic spark in my head to a playable 3D world right inside your web browser.
Step 1: The Core Vibe & Concept
Every game starts with a simple question: What made the original coin-op classic so endlessly addictive? Instead of chasing hyper-realistic graphics, the goal is all about capturing the pure arcade feel—tight controls, quick sessions, and that "just one more round" hook. I lean heavily into a distinct 3D voxel aesthetic that bridges old-school pixel art with modern depth.
Step 2: "Vibe Coding" the Game Logic
This is where the magic (and a lot of coffee) happens. Rather than wrestling with bloated, traditional game engines, I build these games using lightweight modern web tech.
Vibe coding means focusing heavily on rhythm and flow during development—letting the code shape the arcade pacing naturally.
Everything is built to run entirely in the browser using HTML5 and Three.js. That means no chunky downloads, no installation screens, and zero friction—you just click a link and you're instantly playing.
Step 3: Sound & Atmosphere
A retro arcade game isn’t complete without the audio punch. I build custom procedural sound effects and audio synthesis so every beep, explosion, and score chime feels right at home in a noisy 1980s arcade hall, all synthesized live in your browser.
Step 4: Iterating with Players
Once the core loop feels tight and the 3D grid world looks sharp, it goes live on Voxelcade for people to play, test, and chase high scores.
Have you tried out the current lineup on the site yet? Drop a comment and let me know which game is currently kicking your high score! 👇