Search native, generated, and imported NPCs, weapons, and texture packs. Only NPC entries are used for wave spawning.
Setup
Waves5
Map: randomized outdoor arena with store near spawn, open sky, terrain variation, columns, walls, and the normal InfinityDOOM loadout.
Hardness uses the current Quick Game hardness slider.
Preview
Voxel Worlds
Voxel Generator
Minecraft-style voxel worlds: stepped cube terrain, ravines, cave pockets, block-built structures, and biome-flavored nature while keeping the normal InfinityDOOM player, combat, HUD, pickups, and enemies.
Preset
Textures
Color Texture Tiles
Auto-climb
Fight Waves
Dungeon CullingMedium
Luminance100
Specularity18
Voxel world preview will appear here once the scene is generated.
Current voxel path includes:
true voxel occupancy as source of truth
noise-driven stepped terrain and ravine carving
block-built towers, halls, compounds, and domes
dedicated exposed-cube voxel rendering
voxel-derived spawn, store, exit, and walkable zones
This keeps the existing InfinityDOOM runtime for movement, combat, enemies, HUD, and waves. Deeper cave systems can still be extended later.
Lava hurts fast, abyss is instant death. Doors open when you (or enemies) are close.
Leveling up fully heals you. Use Leap Attack to control crowds. ;)
Baguette = lightsaber: left click attack can deflect projectiles, right click parry blocks melee + bullets.
Win by reaching the exit door. If you die, back to menu. :/
Welcome To InfinityDOOM
GoalFind the exit door in each level
MoveW A S D / Arrows
LookMouse
Primary FireLeft Click
Alt FireRight Click
Switch WeaponMouse Wheel
JumpSpace
SprintShift
You start with the 3 guns (a melee baguette/light saber, a shotgun/grenade launcher and a minigun).
Double jump to dash when timed at apex.
Pick skills wisely to make it. Good luck!
Press Enter to start.
Map Editor
Click + drag to paint. Doors are separate from walls. Spawn/enemy markers override tiles. Press Enter to switch Edit/Visit. Press Esc to go to main menu.