
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. Dig wide, dig deep. Deep rock materializes as you reach it.
Works in multiplayer: the whole lobby sees the same holes.
Current release: 0.20.68 "Lite Rock".
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; 0.20.68 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 Call-of-Duty-style player cards exist: something worth looking at 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.
- 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.
- Carves throw out rock debris, visual-only chunks textured with the ground
they broke from.
- Colliders never cheat. Distant terrain renders at reduced detail to save
frames, but what you stand on and shoot is always exact.
The loading screen
While a stage converts, the mod replaces the wait with a player-card wall:
- One card per player: portrait, live loading progress, and run stats (kills,
damage, gold, and carved ground in m³).
- Crowns for the stage's top three, ranked by kills, then damage, then rock carved.
- Your portrait rim tracks lifetime digging through five tiers: wood, bronze
(1M m³), silver (10M), gold (100M), and platinum (1B), saved per user profile.
- Rotating tips explain how the mod works while you wait.
Titles & calling cards
- Every cleared stage rolls a chance at a cosmetic title and, separately, a card
background pattern. Wins play out as a slot-machine reel under the winner's card
while everyone loads.
- Your first cleared stage on a fresh profile always unlocks something.
- All 199 country flags and every pride flag are free from the start. Only the
patterns come from the lottery.
- Pick what your card wears under Settings > Mod Options > ScorchedVoxels, with the
Choose Title and Choose Card Background buttons.
- Cosmetics show only on the loading screen. Nothing follows you into the run.
Multiplayer
- Everyone needs the mod, on the same version. A mismatched player stays on
vanilla terrain with a chat warning instead of desyncing.
- Host-authoritative: the host's terrain settings apply to the whole lobby, and
everyone sees the same craters.
- The host waits for the slowest loader as long as their game keeps reporting
progress. Leavers and players without the mod never hold the lobby hostage.
- Risk of Options
installs automatically as a dependency. It provides the settings menu and the
cosmetic pickers.
Installation
Install with a mod manager (r2modman, Thunderstore Mod Manager, or Gale) and the
dependencies come along automatically.
Manual install: drop ScorchedVoxels.dll into BepInEx/plugins and install the
dependencies listed on this page.
Configuration
BepInEx/config/com.Xerdi.ScorchedVoxels.cfg, or Settings > Mod Options in-game.
Highlights:
| Setting |
What it does |
VoxelSize (0.5 m) |
Crater fidelity vs. memory and conversion time. Maps too large auto-coarsen. |
RadiusMultiplier / MaxCarveRadius |
How big blasts carve. |
LodDistance (90 m) |
Distant terrain renders at reduced detail. Colliders never LOD. |
ExcludedNames |
Name fragments that keep specific meshes vanilla. |
Effects section |
Rock debris toggle and cap. |
Titles section |
Lottery toggle, reveal sounds. |
In multiplayer, all geometry-affecting settings are the host's.
Lifetime stats and cosmetic unlocks persist in
BepInEx/config/com.Xerdi.ScorchedVoxels.UserStats.cfg per user profile.
Known limits
- Maps that ship their terrain meshes without CPU-readable data mostly stay
vanilla; you'll see a log line and nothing breaks. A built-in whitelist converts
specific meshes anyway by reading them from the game's own asset files: Siphoned
Forest's terrain converts this way.
- Converted terrain loses baked lightmaps in carved areas, and the AI node graph is
not adjusted, so monsters may path oddly around deep tunnels.
- Half-open decorative meshes voxelize as thin hollow shells (they have no defined
"inside").
- A few spots grow phantom rock where a mesh converted imperfectly (bleedout).
Sorry about that. Screenshot anything you find and report it; these get hunted
down one by one.
Credits
Made by Nyn.
Rock and Stone!