Foxel
Maker Faire Bay Area 2026
September 25th-27th
Foxel Town has grown with cars and now players can create buildings! downhill (pinewood style) races are polished and I've built three new modes for players to drive their cars on. One is a terrain course they can try to conquer with time. Another is a sophisicated puzzle mode where players need to sculpt their car in different ways to pass challenges. and finally is a self driving circuit mode where players engineer their car then watch how it handles.
Core gameplay
Sculpt your car by erasing voxels — no parts, no menus
Instantly drive your creation with real physics
Bad designs don’t fail silently — you feel why they fail
Change weight, shape, and balance to solve terrain challenges
Sandbox / creativity
Build anything from tiny racers to absurd machines
Experiment freely — there’s no “wrong” car
Learn through play how mass, traction, and shape affect motion
Play modes / vibe
Drive terrain courses or mess around in sandbox mode
Designed for experimentation, not optimization
Built as a creative tool first, a game second
Build terrible cars on purpose. It’s encouraged.
Nathan Sisler
Nathan is an independent game developer, artist, and creator behind Eddy Games. His work blends art, physics, and hands-on experimentation to create playful interactive experiences that invite people to build, explore, and invent. With a background spanning concept art, gameplay, and years in game development—including work at Neversoft on titles like Guitar Hero and Tony Hawk’s Pro Skater—Nathan now focuses on original projects such as Foxel, a voxel-based car-building game where players sculpt, customize, and drive their own creations. His goal is to make digital creation feel imaginative, tactile, and fun.