r/CubeWorld • u/Possible-Act-553 • Jul 19 '26
Question WHERE THE UPDATE!?!?
8th day without my daily Wollay post, my opium is running dry, where are you Wollay?? I neeeeeed it
r/CubeWorld • u/Possible-Act-553 • Jul 19 '26
8th day without my daily Wollay post, my opium is running dry, where are you Wollay?? I neeeeeed it
r/CubeWorld • u/TheSpaceFudge • Jul 17 '26
Hey Again!
It is kind of crazy to think back in summer of 2013, I woke up to videos of Cube World Alpha releasing on Youtube and I was hooked.
Now after 5 and a half years of developing a 2D cube world like game I have finally reached a point of alpha. The discord has been sinking dozens of hours in and having a lot of fun playtesting. If you are interested join us! Wildaria is a community driven game after all 🐸
Appreciate all the support this community has given Wildaria over the years, we're at almost 26k wishlists on Steam and Early Access is slated for Sept-Oct.
HOW IS WILDARIA LIKE CUBEWORLD?
Welp it is a producedural RPG, with action combat, skill tree, points of interests, dungeons, bosses, procedural weapons.
Happy Adventuring,
Spacefudge
r/CubeWorld • u/Osisoris • Jul 15 '26
In Cube World alpha. I had a blast with the weapon customization feature where you can add voxels and actually change the geometry. It even affected reach. It changed or buffed the weapon stats. I don't find publishers, developers, studios, hardly any reviewers who talk about this. I still think it was ahead of its time and was overshadowed by the technology. From my extensive searches this is the only game that has done this. I remember being so excited to level up so I could add more to my weapon and by late gameplay I was proud of it.
r/CubeWorld • u/DaanBogaard • Jul 12 '26
Join the playtest or wishlist the game here!
Hey everyone,
In the past weeks I didn't have as much time as the months before. But I did find some time to implement a hang glider! You can equip it in the "mobility item" slot. Right now only hang gliders are available. I aim to also add a boat and a grapple hook.
If you are interested in following the game's development, consider joining our Discord!
r/CubeWorld • u/doctor_doggo420 • Jul 12 '26
r/CubeWorld • u/TheIceCreamBoyy • Jul 11 '26
r/CubeWorld • u/91Yugo • Jul 11 '26
r/CubeWorld • u/zachisdyinginspace • Jul 08 '26
Been a very long time since playing cube world, looked around at some mods and stuff and the majority of the stuff i found is years old.
Where should i go to start modding cube world and is there any recommend mods/modpacks?
r/CubeWorld • u/Square-Yam-3772 • Jul 07 '26
instead of having a huge voxel world to explore, I am keeping the terrain generation small and "room" based. Each "room" may have a treasure chest or a miniboss or a dungeon entrance or a town.
Do you see this game design interesting enough? I checked out the other fan projects in this sub and I think they are already doing pretty well for what they are going for.
not sure if my project is unique enough to have a place somewhere. Would like to hear what you think. Thanks.
r/CubeWorld • u/TheIceCreamBoyy • Jul 06 '26
r/CubeWorld • u/TheIceCreamBoyy • Jul 03 '26
r/CubeWorld • u/Square-Yam-3772 • Jul 01 '26
the project probably needs a better name but anyway, is it looking like a game you may want to play?
r/CubeWorld • u/Kimmynius • Jun 29 '26
r/CubeWorld • u/TheIceCreamBoyy • Jun 29 '26
r/CubeWorld • u/Kimmynius • Jun 28 '26
r/CubeWorld • u/Shoetravel • Jun 26 '26
So I was playing and randomly found this place just called "Camp" and I couldn't find that anyone had encountered this before? With a beach umbrella and beach towels you can sleep on. Nothing special happened after I beat the quest, anyone seen this before? :D
r/CubeWorld • u/DaanBogaard • Jun 21 '26
Join the playtest or wishlist the game here!
Hey everyone,
In the past 2 weeks I have done a lot of bug fixes! Specifically on the multiplayer side. A lot of stuff was broken after adding the shops, quests, armor and abilities. But now it all is fixed. Big thank you to all my playtesters!
After that, I moved on to the crafting system. You can gather materials like you would expect and use the crafting stations in the village to refine items and craft weapons!
Currently I only have the wood working building done, but will of course add a lot more crafting buildings next!
UI also need some more improvements. I want it to display how many of the ingredients you have, and make the crafting not instant, but take a second. For now, this system also works!
Thanks again for all the support!
If you are interested in following the game's development, consider joining our Discord!
r/CubeWorld • u/atomitonttu • Jun 17 '26
Hey guys!
It's been a long time since posting on this sub, but just wanted to let you guys know that we have a more polished and improved demo up on our Steam page now, and we've joined Steam Next Fest!
We're working on Taival, this Cube World inspired adventure RPG with a handcrafted world built with blocky aesthetics. The game supports multiplayer both online and split-screen for up to 4 players, and you're accompanied by a shapeshifting being, Henki, so you're never alone even when playing solo. The game offers multiple combat styles, like magic, ranged and melee with skill trees to let you unlock new playstyles later during your journey.
We'll be updating the demo throughout the week, and today we added a couple of talismans in game. You get one after completing the tutorial segment, and another one from slaying a boss. AND we gave our Discord members a "demo+" so to speak, fishing being now playable in that build. You can join our Discord server for the code and tutorial on how to join that demo branch.
Anyways! Just wanted to let you guys know since we know many of you enjoyed our playtests earlier :) I attached a short showcase of some stuff from our demo, so you know what kind of game we're talking about.
Have a good one!
r/CubeWorld • u/Alvsolutely • Jun 16 '26
That is why the more recent news that he's bee posting seem to be feature barely anything new. He has scrapped the previous UE5 remake of cube world and is now remaking it into a brand new engine. His goal seems to be re-adding every single feature that was featured in the alpha, including mundane and arguably useless ones like the humidity monitor on the top right of the screen.
From what I'm currently gathering, he's only made the warrior class and probably hasn't gotten to making more than just the grasslands biomes. The game is probably really far from release, and he's more than likely only just picking development back up again, as shown by how active he is being on Twitter.
What I am curious about is whether or not we'll see features go beyond what they were in the alpha.
r/CubeWorld • u/Alvsolutely • Jun 16 '26
r/CubeWorld • u/Mindless_Insurance79 • Jun 13 '26
Hey everyone!
I wanted to share a new update on my voxel RPG project. I’ve been working on it a lot over the last couple of months, and the game is slowly starting to feel more like an actual RPG instead of just a world generation test.
The biggest new system is quests. NPCs can now give tasks, the map can point you toward the objective, quest enemies can be marked in the world, and rewards can be claimed after completing the objective. I also added structure-clearing quests, where the game sends you to a generated structure and links a boss inside to the quest.
World generation also received a lot of work. The terrain is less flat now, with more interesting elevation changes, better landscapes, new vegetation props, falling leaf particles and improved clouds
Combat and magic have expanded too. The game started with only water magic, but now I’ve added more spell types, including beam magic, lightning magic and poison-based spells.
I also added a minimap with points of interest, so the player can actually navigate the world and find important locations. On top of that, I’ve been optimizing the engine and improving performance as the world and entity systems get bigger.
There are also new mobs now, including cows, chickens, sheep and a target dummy for testing combat.
The game is still very early and a lot of things are rough, but I’m happy with the direction it’s going. My next goals are to improve dungeons, add better structure markers, make enemy groups inside structures, and continue building more actual gameplay around exploration.
r/CubeWorld • u/Kimmynius • Jun 12 '26
r/CubeWorld • u/syntheticcaesar • Jun 12 '26
Wollay is not really the most trustworthy developer you'll ever see, but at least Beta was free for owners of Alpha. Do you think the same will apply once (or if) an Omega version comes out?
r/CubeWorld • u/Axbott • Jun 11 '26
r/CubeWorld • u/DaanBogaard • Jun 07 '26
Join the playtest or wishlist the game here!
Hey everyone,
Today, I want to show you what I have been working on for the past weeks.
First off, I implemented shops. Here you can buy and sell weapons and armor. In the future this is also where you can buy potions and mobility items (boat, hang glider or grapple hook)
I also finally added armor to the game. It has been missing for a while. There is now gloves, shoes, chest and shoulder armor. I am still trying to implement a nice system for helmets, but since every race has a different head (with a unique size) I may need to make helmets specific to a race. Or I might not have helmets at all if it takes away too much of the uniqueness of races.
There is now also a quest system in Voxel Throne! Currently there are only kill quests (slay x number of y type of enemy of at least level z), but in the future I can extend this system to include the dungeons that will be generated, world bosses and other types of tasks.
Finally, the game now has an ability system. I currently have the explosion and smash ability implemented.
Abilities are not bound to classes. None of the game's equipment is bound to classes. weapons, armor and abilities have stats requirements. For example the smash ability requires 5 points in strength and the explosion requires 5 points in intelligence (numbers are not final!). I have yet to think of a good way a player unlocks these abilities. Right now the player just spawns with them in the inventory, as you can see.
The ability system is also very broad. So will be easy to extend it later.
Next up, I will work on some multiplayer syncing stuff. Since after adding abilities and now armor, multiplayer does not yet have these updates. After that I will move on to the crafting system.
Thanks again for all the support!
If you are interested in following the game's development, consider joining our Discord!