Build guide

Building tips that work in any block game

Quick answer

Good voxel builds come from four habits: correct proportion, a palette of three materials, at least one block of depth on every facade, and deliberate lighting. Master those before worrying about advanced shapes.

Proportion first

  • Footprint at least twice the wall height for a house-scale build.
  • Four to five blocks per storey, no more.
  • Windows start two blocks up so furniture fits beneath them.
  • Doors sit centred or clearly off-centre. Slightly off-centre looks like a mistake.
  • Leave breathing room around the building; a house filling its plot looks trapped.

Palette discipline

Choose one primary material for walls, one secondary for base and trim, and one accent used sparingly. Brick plus stone plus wood. Snow plus dark grey plus glass. Sand plus wood plus water. Adding a fourth material usually reduces quality, and the custom colour block is best used for one deliberate highlight rather than a rainbow.

Depth and texture

Break the flat wall

Push one section in or pull it out by a single block. Add a one-block cantilevered awning over the door. Set the top storey back to create a terrace.

Outline everything

A darker block along roof edges, corners and window frames does more for perceived quality than any other single technique.

Vary the base

A different material for the bottom one or two courses grounds the building and hides uneven terrain.

Roofs

  1. Flat with parapet: roof slab, then a one-block wall around the edge. Best for modern builds.
  2. Shed: step up one block per row across the width.
  3. Pyramid: step in one block on all sides per layer.
  4. Gable: step in on two opposite sides only, leaving triangular ends you fill in.
  5. Overhang: extend the lowest roof row one block past the wall. Small change, big difference.

Glass, water and light

Glass is transparent, reflective and does not cast shadow, so large spans brighten interiors rather than darkening them. Water merges across adjacent blocks into one animated surface, so build pools as clean rectangles and let the shader do the work. Lighting is the cheapest realism upgrade: put emissive lamps at entrances, a fire on a terrace, a TV in a lounge, and the build transforms during the one minute night phase.

Workflow habits

  • Mark footprints in a throwaway material and delete the markers later.
  • Use the ghost preview to check a stamp's footprint before releasing.
  • Switch to the top view for floor plans and to side views for elevations.
  • Fly up regularly. Errors are obvious from above and invisible at eye level.
  • Use multi-step undo aggressively. Trying a wrong idea costs one tap.
  • Finish the front elevation before the interior; that is what neighbours see from Broadway.

Frequently asked questions

Why do my block builds look bad?
Usually three reasons: walls are too tall for their footprint, too many materials are mixed at random, and the facade is perfectly flat. Fix proportion first, then reduce to three materials, then add one block of depth somewhere.
What is a good wall height in a voxel game?
Four to five blocks per storey. Three feels cramped indoors, six makes the building look like a warehouse unless the footprint is large.
How do I make a roof that is not just a flat lid?
Step the roof inward one block per layer for a pyramid, or step it in one direction only for a shed roof. Even a single stepped course reads far better than a flat slab.
How do I light interiors properly?
Use emissive models like lamps, fires and screens near seating and entrances, not spread evenly. Uneven light looks intentional; uniform light looks like a car park.
Do stamps make building better or just faster?
Both. Placing a 4x4 in one action keeps rows perfectly aligned, and since undo removes the whole stamp as one group, experimenting costs nothing.

Put these into practice

Registration is free, takes about 30 seconds, and you are auto-assigned a 30x30 plot with an address like 1 Broadway. Build in your browser on desktop, tablet or phone.