Cube World is an action role-playing game developed and published by Picroma for Microsoft Windows. Wolfram von Funck, the game's designer, began developing the game in June 2011, and was later joined by his wife, Sarah. An alpha version of the game was released on July 2, 2013, but saw sparse updates and communication from von Funck, with many considering the game to be vaporware until he officially released it on September 30, 2019.

In Cube World, the player explores a large voxel-based world.[1][2] It contains dungeons, including caverns and overworld castles, as well as biomes including grasslands, snowlands, deserts, and oceans.[3] Players can use items such as hang gliders and boats to traverse the world more quickly.[4][5]


Cube World Download Alpha


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The game features character creation, which involves the player first choosing a race and sex, then customising the look of the character.[3][6] The player then chooses one of four classes: warrior, rogue, ranger, or mage, each of which have access to unique armour, weapons, and abilities.[7] The world is populated with monsters and creatures that can be killed for better armor and weapons, which results in stronger stats and abilities and allows players to choose specializations which best suit their playstyle, such as warriors being able to choose between focusing on damage or defensive abilities, or mages focusing on damage or healing abilities.[8] Players can also tame animals, such as sheep or turtles, which fight alongside them, or, in some cases, can be ridden to traverse the world more quickly.[3][6] Crafting is also a part of the game; it allows players to create food, potions, weapons, and armor, as well as cosmetics.[6][9]

An alpha version of Cube World was first released on Picroma's website on July 2, 2013, but was eventually made unable to be repurchased.[15][16] At the time, the game's download server suffered a DDoS attack, an unexpected event which von Funck later described as traumatizing.[17][18][19] During its alpha release, many players were concerned about further development of the game due to the general lack of updates from von Funck, with many considering the game to be vaporware, despite him stating several times during development that the game was still being worked on.[20][21][22] In September 2019, von Funck announced that the game would be officially released via Steam on September 30, and that purchasers of the alpha release would receive a Steam key for free.[23][24][25]

The full release of the game has been criticized for its region-based progression system and balancing issues.[26][27] James Davenport of PC Gamer criticized the repetitiveness of the game, calling it "shallow" and "boring".[28] Luke Plunkett of Kotaku wrote that although the world was "very pretty", it is "badly in need of a tutorial" and "somehow worse than its alpha".[29] Some reviewers commented that the game could not live up to fans' expectations after an extended wait.[26][29] However, the alpha version was praised by Rock Paper Shotgun for its compulsion loop and visuals.[30][3][1]

This is done at the customization bench, in the same way as normal cubes. Spirit Cubes also have power levels, and they can only be applied to Weapons with a power level at least equal to that of the cube and at most 10 power levels higher. Whenever a special attack hits its target, the spirits cause an explosion of the same color. The maximum amount of Spirit Cubes a Weapon can have is 32. Removing Spirit Cubes is done by dragging them outside the Customization Bench interface, destroying them in the process.


Tired of our usual excursions in Torchlight II, or Minecraft, or wine, Lady Rossignol and I needed something of a fresh video-distraction for the weekend evenings. Having paid little attention to Cube World, but knowing enough about it to say that I was multiplayer, we decided to embark on the perilous path of the alpha.

Firstly it's important to note that the developers of Cube World are called Wolfram and Sarah von Funck. That should pretty much seal its fate as one of the most important games of the year, but it turns out there's more to it that that. Cube World is an RPG set in an infinite world. That means that whatever seed you put in to generate your world, you get a world that is endless. Philosophically speaking, therefore, if the map really is infinite, it is all the same map, since an infinite map made must contain all maps, and therefore you are just on one point on a plane of infinite potentiality that the code has instantiated. That's maths for you. Clever stuff.

And so into the world: Cube World's strongest asset is, indeed, it's cube world. It's beautiful in a clean, perfect, Platonic landscape sort of way. The cubes give the game a superficial Minecraftian look, but the conceit of popping and unpopping those cubes for building is (for the most part, there is mining and stuff) not here. The cubes are, instead, a shortcut to create a world out of that maths stuff. And what a world! Not only infinite, as I said, but ostentatiously artful, like a measured sculpture, made by God's 3D printer: cubey clouds float above flowing valleys and towns. Huge, monster-infested fortresses can be found at the end of winding roads from chunky fantasy towns filled with craftsmen and shops. Exquisite. I could (and did) wander through it for hours. The map is a particular glory, and it made me wish all games would pay as much attention to their graphical abstraction as this does. God, I love maps.


Furthermore, I'm one of the world's greatest suckers for procedural world generation, so it was inevitable that I would be so entranced. Mrs Rossignol, however, is in it for the loot and the crafting, and as such she was not enjoying herself quite so much. Rightly so, perhaps, because right now the game does little to structure its experience in any meaningful way. The complete randomness of drops, resources, and so on, combined with NPCs of various levels being strewn through the world so that you are just as likely to meet an impossible dangerous squirrel as you are to find a band of orcs that you can kill quite easily, or find that thing you actually need. Any plans you might make for crafting that recipe you find tend to be no plan at all, and you just have to wait and see what the grind will bring. Clearly there are plans to round off these rough edges, but for a game world that feels so developed, and for game systems (such as crafting) with such a lot of content, it seems like a daft oversight to have launched with only the name-colour of NPCs giving you any real clue as to whether you should engage, and no good way to search for the things you actually need, other than wander, wander, wanderiiiing.

Now... does anyone know a way of improving this and still allow dynamic generation of an infinite world? I am currently reaching ~80fps@1920x1080, ~120fps@1024x768 (screenshots: , ) on an average 2.2Ghz i7 laptop with a ATI HD8600M gfx card. I think it must be possible to increase the number of frames. And I think I have to, as I want to add entity AI, sound and do bump and specular mapping. Could using Occlusion Queries help me out? ... which I can't really imagine based on the nature of the segments. I already minimized the creation of objects, so there is no 'new Object' all over the place. Also as the performance doesn't really change when using Debug or Release mode, I don't think it's the code but more the approach to the problem.

This week, Picroma announced the voxel-based action-RPG Cube World would hit Steam in the next couple of months - six years after its controversial alpha release (more on that in Matt's report on Cube World's launch announcement).

As Matt said: "Although Cube World's alpha was an enjoyable experience in its own right, purchasers, who were expecting regular updates to the game, understandably grew wary when von Funck embarked on an extended period of radio silence not long after launch. Since then, although the developer has resurfaced intermittently to confirm that development is still progressing and to guarantee eventual release, communication has been sporadic at best, with whole years passing between social media posts."

When Cube World comes to Steam, it'll be the first chance to see what's changed in the years since alpha release. According to the game's recently launched Steam listing, the new version will feature four classes - Warrior, Ranger, Mage, and Rogue - plus, combat, spells, magic artefacts, weapons, armour, potions, elixirs, and food, as well as tameable pets that will fight alongside heroes and can be used as mounts.

The voxelized procedurally generated open-world sandbox RPG madness of Cube World can now be yours (the alpha version, at least) for 20 smackeroos (dollars). That is, of course, assuming the game's site is working. They've been getting DDoSed a bunch over the past day or so, and so the buy site comes and goes. But if you want it, go here. If you don't know what Cube World is, hit the jump.

2019 - Steam Release

Cube World is an action role-playing game developed and published by Picroma for Microsoft Windows. Wolfram von Funck, the game's designer, began developing the game in June 2011, and was later joined by his wife, Sarah. An alpha version of the game was released in July 2013, but saw sparse updates and communication from von Funck, with many considering the game to be vaporware until he officially released it on September 30, 2019

2012 - Alpha

I'm Wollay, the creator of Cube World. I started this game in June 2011. My inspirations were Minecraft, Zelda, Secret of Mana, Monster Hunter, Diablo, World of Warcraft and many more. My aim was to create an infinite, colorful, procedurally generated world, full of adventures, monsters, and mysteries. The result is Cube World, a voxel-based role-playing game.

My wife joined development in 2012, and we have released the alpha version for Windows PC in July 2013. The alpha already has many features, but some are still missing. You can check out a feature overview below. 2351a5e196

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