greglab
GamesLive

Eat To Grow

Devour the city, grow huge, eat your rivals.

A multiplayer voxel-city arena where players consume smaller scenery, grow through server-owned progression, and eventually challenge smaller rivals.

Mode
Multiplayer arena
World
Voxel city
Authority
Server
First commit
2026-07-07

What it is

Eat To Grow places blocky players in a Three.js city filled with edible props and voxel buildings. Consuming objects increases scale and opens larger targets as the round develops.

The server decides movement, growth, consumption, player interactions, rewards, and respawns. The client focuses on the city, follow camera, HUD, leaderboard, and clear feedback when an object is eaten.

Buildings rebuild after a controlled delay and safe placement checks keep respawns from trapping nearby players. Camera occlusion handling keeps the growing avatar visible around city geometry.

Shared greglab Games rewards are granted through the hub integration when available, while a guest fallback preserves the core match.

Highlights

  • Edible voxel city
  • Server-authoritative growth and movement
  • Shared hub rewards with guest fallback

Captured features

Inside the project

The opening view introduces the city-eating growth loop and match entry.

Capabilities

Key features

Edible voxel city

Props and buildings form a size-ordered progression from small street objects to larger structures.

Visible growth

A player’s scale changes as they consume the city, altering what can be eaten and who can be challenged.

Player consumption

Larger players can consume smaller rivals under server-validated interaction rules.

Safe world respawns

Consumed buildings return after a delay with proximity checks that avoid rebuilding on top of players.

Growth-aware camera

The follow camera adapts to scale and resolves occlusion against the surrounding city.

Shared rewards

Signed hub integration can award shared currency while guest matches remain available.

Under the hood

How it works

  1. 1Three.js renders the voxel city, growing player, follow camera, feedback, and leaderboard.
  2. 2The client sends input over Socket.IO; the server validates movement, size, consumption, rewards, and respawns.
  3. 3Objects carry size requirements and return through controlled server-side respawn logic.
  4. 4The hub reward call is signed and optional, so failures leave guest gameplay intact.

Recent changes

Full changelog →
  1. Improved camera and respawn timing

    Fixed camera occlusion and building respawn behavior.

  2. Hardened reconnects and growth

    Improved socket recovery, growth limits, city structures, and safe building respawns.

  3. Improved consumption feedback

    Added clearer eating, respawn, and recovery behavior.