However, the demo video's makes you even question that they have a secret sauce at all. When you see them delete parts of the game world you see how thin the ground layer is when part of it is deleted.
The are big problems with voxels. The simplest being space as the game world increases in size the amount vowels grows with the 3rd power.
My big problem is no technical details have been published. They claim to have a pending patent on their site. However, that may not really tell us much.
I have played with voxels myself and oct-trees and other algorithms related to voxels. The only real use voxels have seen is medical imaging. If they have figured something out they should be having a paper in a math journal. I doubt it though mainly since it would involve pushing thing to the limit or beyond the limits of information theory. The only other option for such small voxels is massive amount data storage or object with relative homogeneous structure at which point it's not much better than hollow polygons.
Not only the main memory is limited, and while SSDs are getting better when playing with high density voxels with a pretty how amount entropy you can quickly exist main memory. So what I did instead was just request exposed/surface voxels and arrange the octree data structure to be linear from outside in to help with memory caches. Still all the really mattered was the exposed voxels, and that's not much different from a hollow polygon. Honestly, after having played with voxels myself I would say they are cool, but you not making a whole game out of them. If anything it's just tool to be used in some parts of a game.
I will add an other thing that gives me doubt they have anything really new is the fact when they start destroying their models you see the same color in side the model for the most part. Even the brick wall that got destroyed is pretty homogeneous.