First-person voxel demolition on your GPU: every brick is a rigid body. Charges, cutters, rockets and pipe bombs against brick, steel and concrete. Lay planks, blow a pier into the sea, fell a steeple in a Blowdown, or plan a heist and beat a 60 s alarm. Needs WebGPU.
Brickfall is a short first-person demolition game. Each contract is one small lot and a clock: knock out what holds a building up and watch the storeys come down, brick by brick.
Every voxel is a real rigid body, simulated on your graphics card. Walls crack along their seams, falling sections shatter where they land and the rubble stays where it settles. Materials have hardness: the sledge goes through plaster and timber and chips brick, steel girders and reinforced concrete shrug off everything but a charge, and bedrock never breaks. Floors give way when too much of what carries them is gone, and you hear and see it coming: the steel creaks and sags, dust trickles from the storey, and the load meter climbs to 100%. Shoot the propane tanks and the fireball lights up the street, scorches the walls black and sets off the next one; rupture a gas line and the fire runs along it in a chain of blasts; charges and pipe bombs caught in a blast go off early. Timber, plastic and hedges catch fire, char and burn through, and the smoke is thick enough to lose your way in. Every hit sounds like what it hit and where it is: brick, concrete, plaster, timber and steel each have their own debris, panned around you. Chains build your combo up to x5, and the biggest collapses roll a slow-motion replay with a tilt-shift camera, recorded so you can watch the best moment again from the results.
Modes:
Lots:
Progress: stars from every mode add up and open the later tools (the jackhammer at 3, cutters at 6, pipe bombs at 9, rockets at 12) and lots (the Corner Tower at 4, up to the Church at 22). The sandbox has everything from the start.
Tools: the sledge (hold to wind up, release to swing), the hand cannon (a heavy ball that punches through wall after wall), sticky charges, cutter charges (a line cut through anything, steel too, to plan a topple), the jackhammer (it bites through brick and concrete and breaks whole chunks out), a rocket launcher, pipe bombs that bounce before they go and planks (lay a board up to 5 m to bridge a gap or make a ramp; take away what holds an end and it swings down).
Controls: WASD move, mouse look (click to capture, Esc to pause), left click use the tool, 1 to 8 or the wheel switch tools, right click or Q blow the charges, R set a charge's delay, L the load view, Space jump, Shift sprint, C crouch, F take the loot (Salvage); in the Sandbox, B spawns props and T sets the time of day.
Needs a browser with WebGPU: Chrome or Edge 113+, Safari 26, or Firefox 141+ on Windows. It tunes itself to your GPU on the first load.
Built on three-voxel-destruction by Steven Bobyn (MIT, https://github.com/sbobyn/three-voxel-destruction), which does the voxel physics, destruction, structure, rendering and dust; his three-avbd GPU solver (MIT) and three.js (MIT). Textures and skies from Poly Haven (CC0). Fonts Anton and Inter (OFL). Sound effects built from the Sonniss GDC Game Audio Bundle (licensed for this game only, not under an open licence); music generated with Sonilo on fal. Added to Patch by Patch; the author of three-voxel-destruction can claim it.
