The game is built using Unity and is indeed voxel based. This allows us not only to have easy to build robots that can be stuck together like building blocks but it allows us to easily have the real-time destruction of parts in battle as the fight rages. It also helps with the performance, because we don’t have to render every cube (the obscured ones exist as a data point rather than a 3D object) Robocraft can run smoothly on almost any system.

How does the broad list of customizing options influence gameplay?

The diverse range of options is designed to allow players complete freedom, both in terms of visual style and play style. A turbocharged buggy will play very differently to a lumbering up-armored tank. With these different decisions comes a depth and complexity of game tactics that we’re really proud of. Teams (or “platoons” as we call them) of players will need to pick the robots that best complement one another, either built themselves or downloaded from our Community Robot Factory.

What are the main things that guided the look of the game?