Vorax Patch Notes — December 15, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hi everyone,
I want to share a clear update on the future of Vorax and explain what Rebirth really means.
This is not a marketing post. It’s an explanation.
First, one important thing:
Vorax has never failed in what it wanted to be artistically.
Its atmosphere, visual identity, creature design and overall tone have always been the part I was most proud of — and many of you appreciated those aspects too.
Where Vorax truly struggled was on the technical side: stability, performance, and the ability to evolve cleanly over time.
This distinction still matters.
How Vorax ended up in this state
During most of Vorax’s development (almost three years), I was heavily involved in a demanding real-world project — a large-scale company building renovation that absorbed a huge amount of my time and energy throughout 2022–2024.
While that project ultimately ended successfully, it took away the developer focus that Vorax needed.
Because of this, I delegated most of the technical and architectural decisions of Vorax.
That choice, combined with the complexity of a true open-world structure, led to a codebase that was difficult to optimize, difficult to extend, and increasingly fragile.
This is not an attempt to shift responsibility.
The responsibility for Vorax — its strengths and its failures — is entirely mine.
I created the project, I supervised it (poorly, at times), and the final result is on me.
The turning point (2025)
In 2025, once the real eastate project was finally over, I was able to look at Vorax with fresh eyes and full focus.
What I found was clear and unavoidable:
multiple architectural bottlenecks
technical choices that made iteration slow and risky
performance issues deeply rooted in the core structure
At that point, continuing to “patch” Vorax would have been dishonest and ineffective.
So I made a hard decision:
stop everything, analyze everything, and start over — without pretending this could be a clean reset.
This also meant ending all previous technical collaborations related to the old implementation.
Again: not to blame anyone — but because the architecture itself needed a real structural break.
What “Rebirth” means
The term Rebirth is not meant as a title, but as a description of the current development phase.
Rebirth means starting again from the foundation, accepting that some things cannot simply be carried over unchanged.
Some elements of Vorax will remain recognizable.
Others will evolve.
Some will disappear entirely.
This is intentional.
The original open-world technical approach has been abandoned in favor of a structure that allows tighter control, clearer design, and sustainable growth over time.
I am personally handling the core technical architecture, with one priority above all others:
stability and coherence come before scale.
Rebirth will start slowly and deliberately.
The first versions will focus on:
– contained environments
– core systems
– behavior, feedback, and internal consistency
Only after the technical foundation proves stable and reliable will we expand:
– environments
– narrative elements
– story progression
This is the opposite of how the original Vorax was built — and that is intentional.
These early stages may feel closer to a sandbox than to a traditional narrative experience.
That is by design.
Only once the foundation proves solid will larger structures take shape — whether in scope, progression, or narrative form.
Details about gameplay, structure, and aesthetics will be shared gradually.
Some aspects are better discovered than explained.
Why I’m confident this time
Today the situation is very different:
my time and focus are finally fully back on development
I have a clear understanding of what failed — and why
the new architecture is simpler, stricter, and far more realistic
In parallel, I’ve been working on a smaller project (currently under a working title, to be released in the coming months).
That project has been extremely valuable for me as a developer: it allowed me to refine workflows, performance strategies, and design discipline that directly inform this new phase.
Several core technical aspects are shared between the two projects, and what I’ve learned there is already shaping the Rebirth phase in a much healthier way.
This doesn’t mean promises or deadlines.
It means a sustainable path forward.
Looking ahead
Rebirth phase will grow step by step, update by update.
Players who appreciated the spirit of the original Vorax will recognize familiar echoes — but not everything will return in the same form.
This is not about rushing.
It’s about building something that can actually sustain itself.
Thank you to everyone who stayed, questioned, criticized constructively, or simply waited.
More will be revealed when it is ready.
EDIT: We’ve just published the Coming Soon page for the new project: NO CLEAN START.
It’s not a sequel and it’s not connected to Vorax.
It’s a separate experience built around repetition, observation, and consequences.
Here’s the first dev diary post explaining the core idea and the approach we’re taking:
— Riccardo