So, let’s be clear on this for a moment. As far as I understand the art vision of the game, we have no desire to move towards a place where we move away from cube voxels as our core building component. This means that we won’t have natural support for angled or rounded wall segments, as that would require us to have voxel faces that aren’t aligned to 90*.
Now, in reference to whole walls that are rounded in aggregate, but still made out of individual cube voxels that are orthogonally aligned (like in the image you linked), that’s a different matter. Nikki and I haven’t discussed that pattern in depth as of yet.
Sometimes what you read as contradiction is not actually there, as I think is the case here. But sometime there is contradiction, and that’s a natural part of having an open dialog with developers. We’re working on this game with you guys, and through our conversations with you and with each other we learn new things about what’s important, what our players value, and places we may have made mistakes. We could adopt a route of having a very controlled messaging, where the only things that we discussed with players are things that are 100% decided and where any statement has been filtered through multiple layers of marketing and community writers to make sure that there’s no false implication present. A lot of studios choose to go that route, and do so successfully. We however believe that having the developers involved directly on the forum, and the resulting conversations that it generates, is the best way and fastest way to build a healthy game. This can result in us sometimes saying the wrong thing, but I would 100% prefer to live in a world where I can come on here and talk to you directly about the issues that you are having as opposed to only sending out press releases every 4-6 months.