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: - Rush: ninety seconds a contract, every tool, score the chaos. - Blowdown: no clock. Wire the building with charges and cutters, give each a delay, blow it once, and get scored on how cleanly it lands in its own footprint and how little else it hits. - Salvage: a heist. Plan with no clock: cut a way in, wire the walls, lay planks, and quicksave once you like the plan (F5, F9 to load). The first piece of loot you take sets off a 60-second alarm: grab the rest and reach the getaway truck before the chopper. Stars for the time left, and bonus loot off the easy route. - Sandbox: every tool without limits on any lot, a spawn menu of tanks, gas bottles, cars, crates and a fuel tanker (B), and the time of day (T).
Lots: - The Starter Home: bring a brick house down and leave the neighbour's shed standing. - The Water Tower: cut the legs on the right side and drop the tank into the ring. - The Corner Tower: eleven storeys on a steel frame and a concrete core, at sunset. - The Farm: an old timber barn and a concrete silo to lay down in the field. - The Chimney: a 30 m brick chimney to fell down the yard, clear of the boiler house. - The Car Park: five concrete decks on columns, full of cars, to pancake straight down. - The Petrol Station: a steel canopy, the pumps, the shop and the tanks under it, with a gas line running through. - The Pier: a timber pier out at sea, its boathouse and water tank, boats moored alongside, and a lighthouse to spare. The sea runs to the horizon: timber floats and everything else sinks, splashes throw spray and rings of foam, fire goes out in the water, a holed tank pours, and wading is slow. - The Quarry: terraced sandstone faces, a crusher house and its conveyor to bring down, a site office to spare; their frames are steel, so bring cutters. - The Church: a stone steeple to fell into the ring on the green, its lower stage reinforced, clear of the nave. - The Warehouse (Salvage): a steel-clad shed with a reinforced vault, an office under a mezzanine, a shipping container and a guard hut, and alarm boxes on the doors.
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.