VOXELHOUNDS PLAY

How to Play Voxel Hounds

Everything you need to go from your first deployment to holding your own in ranked: the controls, how to design a HOUND that survives, what every weapon does, and how battles are won.

Your first battle

Open voxhounds.io, type a callsign and pick a nation: the Republic of Vestra (blue), the Korvan Dominion (red) or the Solmark Union (green). Every battle is a three-way fight between all three nations, three HOUNDs each. Press Find Game; if there aren't enough human pilots online, AI pilots fill the empty slots, so you never wait long.

Each battle opens with a five-second deploy countdown. Use it to look around: find the nearest comm tower, check the radar in the corner, and spot where the other nations spawned. When the countdown reads ENGAGE, every HOUND is released at once.

You don't need an account to play. Creating a free one keeps your progress on every device, unlocks ranked play and the friends list, and lets you claim a callsign nobody else can use.

Controls

Computer (keyboard and mouse)

KeyAction
W / SThrottle forward / reverse. HOUNDs build up speed; they don't stop instantly.
A / DTurn the chassis. Wheeled HOUNDs must be moving to steer.
MouseAim. The torso follows the camera at its own speed, so watch the orange gun reticle, not just the crosshair.
Left clickFire the selected weapon group.
Right clickZoom; with sniper rifles, a full scope.
1–4 or wheelSelect weapon group: machine guns, cannons, howitzers, sniper rifles.
RReload the selected group.
SpaceJump (bipedal legs only; heavier builds jump lower).
VSwitch between the chase camera and the view from your cockpit.
TabScoreboard.
EnterChat. Tab switches between everyone and your team only.
X (hold)Self-destruct, only once every weapon on your HOUND has been destroyed.
EscRelease the mouse; shows the Leave Battle button.

Phone and tablet

Turn your phone sideways. Put your left thumb anywhere on the left half of the screen to get a joystick: push up to accelerate, pull down to reverse, and push left or right to turn. Drag on the right half to aim. The FIRE button aims too while you hold it, so one thumb can track a target and shoot. The smaller buttons jump, reload, zoom, switch weapons and change the camera, and the menu button opens the scoreboard. Phone and tablet players are matched with each other, so you never face a mouse-and-keyboard player on a touchscreen.

Building a HOUND

Open the Garage from the menu. A HOUND is a chassis plus a torso you assemble piece by piece on a grid. Every part has contact points, glowing studs on the faces where it can join another part. Two parts connect only where both have a contact point on the shared face. Frames have contact points on all six faces, so they're the skeleton you build on. Armor plates attach only by their back, weapons by their base, back or sides, and radar domes by their base. Press R (or ROTATE on a phone) to cycle the orientations that fit.

The cockpit is your life. If the cockpit is destroyed, or every part connecting it to the chassis is shot away, the whole HOUND is lost no matter how much armor is left. Where you put it is the most important design decision you'll make.

Rules of thumb

You can save as many designs as you like, load the ready-made templates (Standard, Bunker, Scout and Artillery) as a starting point, and undo or redo any change.

Parts

PartHealthWeightNotes
Frame140120 kgLight structure. Contact points on all six faces.
Heavy frame260250 kgReinforced structure for the core of the build.
Light plate300200 kg40% less damage on its armored face.
Heavy plate520380 kgThicker, heavier version of the light plate.
Radar dome120150 kg+50 m radar range. Up to two count.

Weapons

Weapons fire in groups: all your machine guns together, all your cannons together, and so on. Mounting several of one type multiplies that group's firepower. Guns are fixed to the torso, which turns at its own speed, so lead slow targets and give fast ones time.

WeaponDamageFire rateRangeBest for
Machine gun19 per roundVery fast; 90-round magazine340 mClose fights, finishing damaged HOUNDs, shredding exposed parts.
Cannon120 + small blastOne shot every 2.2 s420 mReliable mid-range damage on a gentle arc.
Howitzer260 + large blastOne shot every 6 s500 mLobbing shells over cover onto HOUNDs hiding behind ruins.
Sniper rifle220 per shotEvery 3.2 s; 5-round magazine900 mPicking off cockpits from long range.

Machine guns and sniper rifles have magazines: when one runs dry, the group reloads, so count your shots. Cannon and howitzer shells drop with distance; the gun reticle accounts for it when you aim at the ground or a target.

Chassis

ChassisTop speedLoad limitCharacter
Biped legs78 km/h4,200 kgBalanced, handles rough ground, and the only chassis that can jump.
Tracks55 km/h6,500 kgSlow and very tough. Carries the heaviest builds and turns on the spot.
Wheels109 km/h3,400 kgFast but fragile. Has to be moving to turn.

The chassis has its own health. If it's destroyed, your HOUND is immobilized: still able to shoot, but stuck where it stands.

Cockpits and radar

CockpitHealthRadar rangeTrade-off
Standard180110 mThe all-rounder.
Armored30085 mHard to kill, heavy, short-sighted.
Scout130170 mFragile, but sees enemies long before they see you.

Your radar shows enemies inside any squad-mate's radar range, plus anything you can see directly. Radar domes extend your range by 50 m each (two at most). A scout HOUND with a long-range cockpit and two domes is the eyes of its team.

How battles work

Battles take place on a 480-meter desert battlefield of dunes, ridges, a dry riverbed and ruined settlements. Each nation starts in its own corner of a triangle. Four comm towers stand between the nations, one near each pair of spawns and one in the middle.

Every battle earns experience and credits: more for damage, kills, cockpit kills, surviving and winning. Experience raises your pilot level; at level 30 you can prestige for a permanent badge. Credits buy paint skins in the Market. Skins are cosmetic only and never change how a HOUND performs.

Ranked play

Ranked is for players with an account. It is currently a 1v1v1: three pilots, no AI, matched by rating so the fight is even. Your first five games are placement matches. After that your rank moves through Iron, Bronze, Silver, Gold, Platinum and Diamond (each with four divisions), then Master and Grandmaster. Beating higher-rated opponents earns more, and leaving a ranked battle early counts as finishing last. The top pilots of the season appear on the ladder.

Tactics

Ready? Deploy now, it's free and runs in your browser.