Many many many game developers get sucked into the infinite vortex of trying to &quot;find the fun&quot;. A computer is a <i>very large</i> blank canvas and the set of all possible games is infinite. It can be overwhelming trying to decide what game to make.<p>Often, developers wander off to &quot;make an engine&quot; partially as an excuse to put off making those scary decisions. But an engine isn&#x27;t a game and if you want to ship something people can <i>play</i> (and not just make games themselves with) you <i>do</i> have to make that choice.<p>You&#x27;ve made an insane amount of progress, but I wonder if you&#x27;re struggling with this too. If I can make two suggestions that might help:<p>1. Realize a negative choice has positive value.<p>Every idea or feature sounds cool, so the default answer to &quot;Should I add ___?&quot; or &quot;Can the player do ___?&quot; or &quot;Can the engine support ___?&quot; is going to be &quot;yes&quot; because it all sounds fun. But the end result is something that takes infinite time to produce. Your time is finite.<p>It takes courage, but I find I make better progress when I deliberately allow myself to choose <i>not</i> to do something. Remember, any feature you omit pays you back in the most important currency: time. By saying, for example, &quot;No multiplayer&quot;, you&#x27;re saying &quot;Yes&quot; to a lot of other features you will now have time to implement.<p>2. Make the game that only your engine can do.<p>You&#x27;re in an unusual position in that you already have a very interesting, unique engine. Most developers out there just have half-baked clones of existing engines.<p>When you&#x27;re trying to figure out what kind of game to build on top of that engine, focus relentlessly on the kind of gameplay your engine, and <i>only</i> your engine can support. For me, that&#x27;s rich, detailed, destructible terrain. If it doesn&#x27;t take advantage of voxels, cut it.<p>Looking at the videos over the past year, I see lots and lots of basic character animation. Every game engine can do that. It&#x27;s not interesting to see yours can too, and it takes (took) a ton of your time to do it. Don&#x27;t spend time catching up to other engines. Spend time building on top of what you already have.<p>I don&#x27;t care if a character in the game is a simple billboard—I actually think billboard characters would look nice with the pixely voxel style—I&#x27;m coming to your engine for the terrain. Everything else is secondary.<p>Good luck! It&#x27;s been inspiring watching you make progress on this.