Install Asset
Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser
Quick Information
Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)⠀Storage: ~1GB (285 MB before assets import trigger)Project Author: BoQscYear: 2026Check the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.When you run from the Godot Editor (F6), it attaches the Debugger, Remote Scene Tree, and Profiler. This significantly slows down multithreaded generation.To check if this project would perform well on your hardware: you might compare to this GPU benchmark.https://gpu.userbenchmark.com/SpeedTest/325746/NVIDIA-GeForce-GTX-1060-with-Max-Q-DesignUpdating project: a simple HSG asset re-download and reinstall should be enough.Versions of project redistribution.________________With .godot folder________________________________Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/pre_imported_asset.zip________________No .godot folder__________________________________Project source code without precompiled shaders. (Needs reimport)After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ____________________________________________________________________HSG is a Zombie Sandbox Survival game in a low poly style.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render. Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, Zombie
Save Manager Documentation
The save_manager.gd autoload singleton handles all game state persistence.
Quick Reference
| Action | Key |
|---|---|
| Quick Save | F5 |
| Quick Load | F8 |
| Auto-save | On game exit |
Save File Location
%APPDATA%/Godot/app_userdata/GPUMarchingCubes/saves/
quicksave.json- F5 quick saveautosave.json- Auto-save on exit
What Gets Saved
| Data | Source | Description |
|---|---|---|
| Player | character_body_3d.gd |
Position, rotation, fly mode |
| Terrain | chunk_manager.gd |
All digs, fills, material edits |
| Buildings | building_manager.gd |
Voxel blocks + placed objects |
| Vegetation | vegetation_manager.gd |
Chopped trees, removed/placed grass & rocks |
| Roads | road_manager.gd |
Player-placed road segments |
| Prefabs | prefab_spawner.gd |
Which prefabs have been spawned |
| Entities | entity_manager.gd |
Entity positions and types |
| Doors | interactive_door.gd |
Open/closed state |
Save File Format (JSON)
{
"version": 1,
"timestamp": "2024-12-16T22:00:00",
"game_seed": 12345,
"player": { "position": [x,y,z], "rotation": [x,y,z], "is_flying": false },
"terrain_modifications": { "0,0,0": [...modifications...] },
"buildings": { "0,0,0": { "voxels": "base64...", "objects": [...] } },
"vegetation": { "chopped_trees": [...], "removed_grass": [...] },
"roads": { "segments": [...] },
"prefabs": { "spawned_positions": [...] },
"entities": { "entities": [...] },
"doors": { "doors": [{ "position": [x,y,z], "is_open": true }] }
}
API
# Quick save/load
SaveManager.quick_save()
SaveManager.quick_load()
# Manual save/load
SaveManager.save_game("user://saves/mysave.json")
SaveManager.load_game("user://saves/mysave.json")
# List available saves
var saves = SaveManager.get_save_files()
# Signals
SaveManager.save_completed.connect(func(success, path): ...)
SaveManager.load_completed.connect(func(success, path): ...)
Adding New Saveable Data
- Add a manager reference in
_find_managers() - Add a
_get_*_data()function to serialize - Add the data to
save_datadict insave_game() - Add a
_load_*_data()function to deserialize - Call the loader in
load_game()
Or implement get_save_data() and load_save_data() in your manager and call those.
Horror Survival Game Project (HSG) (0.0.0.0)
First Person Sandbox Hybrid Voxel Survival Game Project.
Technology: Marching Cubes, Greedy Meshing, GDExtension.
Languages: GLSL Shader, GDScript, C++
Support: Windows 10, 11. (Vulkan, Directx 12)
Minimum requirement:
⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)
⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)
⠀Storage: ~1GB (285 MB before assets import trigger)
Project Author: BoQsc
Year: 2026
Check the credits.txt file for license of each asset.
Project and code is under CC0 license.
To have a smoother playing: Press Play Button from the Godot
Project List instead of running from the opened project.
I have feeling that Godot Editor tries to add unnecessary things to
the runtime that might be producing performance spikes.
When you run from the Godot Editor (F6), it attaches the
Debugger, Remote Scene Tree, and Profiler. This significantly slows
down multithreaded generation.
To check if this project would perform well on your hardware: you might compare to this GPU benchmark.
https://gpu.userbenchmark.com/SpeedTest/325746/NVIDIA-GeForce-GTX-1060-with-Max-Q-Design
Updating project: a simple HSG asset re-download and reinstall should be enough.
Versions of project redistribution.
________________With .godot folder________________________________
Project with precompiled shaders ready to play (No reimport)
https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/pre_imported_asset.zip
________________No .godot folder__________________________________
Project source code without precompiled shaders. (Needs reimport)
After download of this project you have to trigger the assets
import to start playing, this is done by first-time opening/editing project.
https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip
____________________________________________________________________
HSG is a Zombie Sandbox Survival game in a low poly style.
Procedural volumetric terrain.
The game features volumetric terrain instead of heightmaps.
If you have a 3D grid of density values (voxels)—where some
points are "solid" and some are "empty"—marching cubes is the
algorithm that "marches" through that grid and generates the
actual polygonal mesh (triangles) that your GPU can render.
Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, Zombie
Reviews
Quick Information
Horror Survival Game Project (HSG) (0.0.0.0)First Person Sandbox Hybrid Voxel Survival Game Project.Technology: Marching Cubes, Greedy Meshing, GDExtension.Languages: GLSL Shader, GDScript, C++Support: Windows 10, 11. (Vulkan, Directx 12)Minimum requirement: ⠀CPU: CPU Intel(R) Core(TM) i5-7300HQ (3.50 GHz)⠀GPU: NVIDIA GeForce GTX 1060 with Max-Q Design (1265 MHz)⠀Storage: ~1GB (285 MB before assets import trigger)Project Author: BoQscYear: 2026Check the credits.txt file for license of each asset.Project and code is under CC0 license.To have a smoother playing: Press Play Button from the Godot Project List instead of running from the opened project. I have feeling that Godot Editor tries to add unnecessary things to the runtime that might be producing performance spikes.When you run from the Godot Editor (F6), it attaches the Debugger, Remote Scene Tree, and Profiler. This significantly slows down multithreaded generation.To check if this project would perform well on your hardware: you might compare to this GPU benchmark.https://gpu.userbenchmark.com/SpeedTest/325746/NVIDIA-GeForce-GTX-1060-with-Max-Q-DesignUpdating project: a simple HSG asset re-download and reinstall should be enough.Versions of project redistribution.________________With .godot folder________________________________Project with precompiled shaders ready to play (No reimport)https://github.com/BoQsc/gpu-marching-cubes/releases/download/latest/pre_imported_asset.zip________________No .godot folder__________________________________Project source code without precompiled shaders. (Needs reimport)After download of this project you have to trigger the assets import to start playing, this is done by first-time opening/editing project. https://github.com/BoQsc/Horror-Survival-Game-Project/archive/HEAD.zip ____________________________________________________________________HSG is a Zombie Sandbox Survival game in a low poly style.Procedural volumetric terrain.The game features volumetric terrain instead of heightmaps. If you have a 3D grid of density values (voxels)—where some points are "solid" and some are "empty"—marching cubes is the algorithm that "marches" through that grid and generates the actual polygonal mesh (triangles) that your GPU can render. Tags: Survival, Horror, Voxel, Procedural, Godot, Source Code, FPS, Zombie