Edible voxel city
Props and buildings form a size-ordered progression from small street objects to larger structures.
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.
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.
Captured features
Capabilities
Props and buildings form a size-ordered progression from small street objects to larger structures.
A player’s scale changes as they consume the city, altering what can be eaten and who can be challenged.
Larger players can consume smaller rivals under server-validated interaction rules.
Consumed buildings return after a delay with proximity checks that avoid rebuilding on top of players.
The follow camera adapts to scale and resolves occlusion against the surrounding city.
Signed hub integration can award shared currency while guest matches remain available.
Under the hood
Fixed camera occlusion and building respawn behavior.
Improved socket recovery, growth limits, city structures, and safe building respawns.
Added clearer eating, respawn, and recovery behavior.