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uncle sam wants you!

enlist to the born to build alpha today:

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AS SEEN ON

"Using a Zippo lighter, measuring tape, house keys, and a phone tripod holder, Lonely Orca showed how gun sound design can be done on an indie dev budget."


— 80 Level Read the full article →

an article by level 80 about how born to build records foley
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LATEST INTEL

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What is born to build?

BTB is a multiplayer FPS powered by our custom voxel engine, SALT, enabling complete environmental destruction, construction, and tactical jungle warfare.

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Shape the battlefield with your trusty shovel. Build defenses and pathways for your squad, or reshape the terrain to block and confuse the enemy.

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Fortify objectives on the fly. Dig in, build bunkers, and boost your team’s survival chances in the unforgiving Vietnam jungle.

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Why go over when you can go through? Tunnel toward the objective and construct complex cave systems beneath enemy lines.

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Level their bases. Destroy enemy fortifications or carve out your own hidden strongholds deep underground.

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why free?

We grew up in the '90s — and we miss the golden era of online multiplayer gaming.

Back then, you just joined a server, played with friends, and had fun. No battle passes, no loot boxes—just pure gameplay.

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While we understand the appeal of modern monetization, we believe that to truly recreate that old-school experience, Born to Build must remain free to play.

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We're working with our community to find a sustainable path forward—whether through optional cosmetics like skins and helmets, and supporting development via Patreon (TBA).

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our roadmap

We’ve been developing Born to Build on a one-day-a-week schedule since 2020.

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Here’s what we’ve accomplished so far — and what’s coming next:

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  • ✅ Finish pre-production on our custom game engine

  • ✅ Add custom map support for open-source tools like Goxel

  • ✅ Model & animate 15+ unique weapons

  • ✅ Lay the groundwork for the player customization pipeline

  • ✅ Finalize raycasting for live map construction & destruction​

  • ✅ Physics system that includes player movement (jumping, crouching and auto-climb)

  • ✅ Digging and Building voxels

  • 🔧 Shooting - TBA

  • 🔧 Animation & sound support — TBA

  • 🔧 Basic UI — TBA

  • 🔧 Networking — TBA

  • 🧪 Closed Alpha Test — TBA

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ABOUT
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Development Timeline

development timeline

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*This timeline is pretty condensed and MANY things have been left out, otherwise we'd be here all day - talking about compression, optimizations, bug fixes and other stuff that are just as exciting as you think they are.

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2020

Covid Happens

So we all got fired...

Whos up for some AoS?

An idea emerges

Can we develop our own game

inspired by AoS?

Should we pay Unity?

Nah. Let's make

our own game engine!

Coding & Optimisim

Surely we can do this in like 2 to 3 years, right...?

First 3D Assets

So our characters have actual hands and guns now.

2021

Getting the word out

We open a YouTube channel

and get a community going.

R&D

Need to figure out how to handle these voxels.

3D Asset Support

The engine manages to load our basic 3D assets

Custom Map Support

Our engine supports all .VXL map formats and AoS maps

2022

MonoGame Rollback

We hit a wall with MonoGame and switch to Veldrid

What about our own map?

So who made that awesome Normandie map, anyway?

the boonies map render by Influx

2023

The Boonies

Influx is found and designs our first official map

Development Stops

Newborns + War + Fulltime Jobs = No Passion Projects

2024

So where were we?

We start to adding physics to the engine

Refactoring

For 8 Motherfucking months. Yeah -_-

Performance Check

Octree loading works and we can run 16,777,216 Voxels

Optimizations

Backface and frustum culling are added - facinating!

2025

Digging & Building

We can now build and dig all 16,777,216 Voxels

Player Movement

We can move in first person, jump, fall and crouch. 

we are here    -  

Export Builds

Running full-blown .exe builds for internal testing

Weapon System

We've got 16 guns and a shovel - we need to use one!

Basic UI

Using ImGUI - Really anything will do for now

Audio Propergation

Need to figure how and what players can and can't hear

Networking

Can't make a multiplayer game without it!

LAN Testing

When we finally get the play the game ourselves

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Public Alpha Launches

Grunt first concept art
Grunt 3D Render
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*Hopefully before we die of old age - Stay Tuned!

devlogs

We're currently developing the game on our spare time, which means mostly during Thursday evenings. (So if you want to hit us up on discord that's the time to do it).

We've got an ongoing series of devlog videos on YouTube. We talk code, animations, 3D and more behind the scenes stuff. 

 

We try to release one episode ever quarter.

Check it out:

Devlogs
Podcast
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podcast

Some of you asked for more casual content, so we made around 5 podcast episodes (new ones are in production). So put us in the background if you want to hear indie devs complaining about being indie devs.

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It's our turn for Night Patrol, soldier. We scout the parimiter and talk about game development to pass the time.

You joining?
 

Follow Us
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Intel

Our Discord community is steadily growing, enlist and join the platoon!


Talk to us, follow our progress and help us shape the game towards release.
 

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DO YOUR PART

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