Cube World

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Cube World
Developer Picroma
Platforms Windows PC (XP/SP/Vista/7/8)
Consoles (planned)
Genre RPG / Adventure
Release Dates Alpha
July 2, 2013 PC/Mac
Official Website Official Site
Cube World is a voxel-based exploration RPG game developed by independent software development company Picroma, which is comprised of two employees, and released for Windows PC and Mac on July 3, 2013. It has taken inspiration from games such as Minecraft, Zelda, World of Warcraft, Secret of Mana, Monster Hunter, and Diablo.


[edit] Minimum System Requirements

The following system requirements are tentative following the release of the alpha version of the game.

  • Windows XP SP2
  • Intel® Core 2 Duo 2.0 GHz, Core i3 OR AMD Athlon 64 X2
  • NVIDIA® GeForce® 7800, ATI X1800, Intel HD 3000 (256 MB of video RAM and shader model 3.0)
  • 2 GB RAM
  • Internet Connection (for updates and online multiplayer)

System requirements for Mac are currently unknown.

[edit] Gameplay

Cube World boasts "infinite worlds". Worlds are not designed by a level designer, but generated procedurally by the game using math and random numbers. The result is an endless world (nearly endless, i.e. players can't reach the borders), so players can explore new landscapes all the time. Players can generate their own worlds by specifying one single number, the seed. The same seeds result in exactly the same world, so players can share their worlds with friends by telling them their seeds.Worlds are generated on-the-fly while playing, so there are neither long -nor huge save files at the beginning.

There are no artificial borders and therefore makes the game fully explorable. You can reach each cube the world is made of. If you see a mountain on the horizon, you can climb that mountain. If you see a tree, you can climb on top of the tree.

Cube World also consists of different lands with varying climates and themes. There are grasslands, snowy landscapes, wide oceans, dangerous lava lands, jungles, and deserts. Landscapes are full of mountains, caves, rivers, lakes, forests, rocks, dungeons, castles, ruins, catacombs, temples, villages, and more.

[edit] Features

Climbing Players can climb steep walls, mountains, rocks, cliffs, trees and more.
Swimming & Diving Players can swim and dive through rivers, lakes, and oceans.
Hang Gliding Players glide through the air and explore the world from above using hang gliders.
Sailing Players can explore oceans and cross waters with sailboats.
Dungeons Dungeons can be castles, catacombs, temples, pyramids etc. and are full of powerful enemies and rare loot. Each dungeon has a boss.
Overworld Dungeons Overworld Dungeons are less linear and more freeform than regular dungeons. They usually consist of multiple separate buildings or ruins and have a boss somewhere in the center.
Portals Portals consist of magic rune stones that can be found anywhere in the world. Players can quickly teleport between discovered portals.
Missions Missions are generated every Cube World day. A mission involves defeating a boss monster or a dungeon boss. Completing a mission rewards the player with valuable items and tokens.

The following are is a list of planned features following the release of the alpha version of the game.

Procedural Quests Procedural quests are randomly generated tasks with varying story, creatures, and places. Our goal is to come up with a diversified non-repetitive system.
Background Story We're planning to add a background story and lore to add more depth.
Housing Players can build their own house. Players will be able to store items, trophies, pets etc. in their house and extend the house gradually.

[edit] Character Classes & Skills

There are currently four playable classes in Cube World; Warrior, Ranger, Mage, and Rogue. Each class has their own specialisations, moves, and weapons to use.

  • Warrior
    • Berserker: Attack speed is increased with each hit. Can charge attacks more quickly.
    • Guardian: Can block attacks with all weapons and has increased health. Can become immune against stun attacks.
  • Ranger
    • Sniper: Has camouflage and aim abilities. Attack speed is increased with each hit.
    • Scout: Special attacks have a chance to become instantly chargeable. Can sprint.
  • Mage
    • Fire: Special attacks have a chance to become instantly chargeable. Can cast fire explosions.
    • Water: Attack speed is increased with each hit. Has healing spells.
  • Rogue
    • Assassin: Special attacks increase stealth. Has improved stealth abilities.
    • Ninja: Dodges during special attacks. Can throw shurikens.

[edit] Skill Trees

The Skill Tree
With each gained level, players can assign skill points to a skill tree. There are class specific skills like attacks or spells, and common skills like climbing, hang gliding, or pet riding.

Not only worlds are infinite, but so are you character's progression. This means players can theoretically level up infinitely and put infinitely many skill points into their skill trees. However, this doesn't mean that players can become infinitely powerful. The power of players, creatures, items and skills doesn't scale linearly or exponentially with the level, but it scales tangentially. So while levels can be between 1 and infinity, the corresponding power is between 1 and 100. A power of 100 can only be reached with an infinite level. In lower levels, power increments are more notable than in higher levels.

This system has two advantages: First, there's no level cap and the player never has the feeling of having reached the end of the game. Second, power cannot be infinite. For each land, the game generates creatures and dungeons evenly in all power ranges (1-100). That way the player can freely travel from land to land and can always be sure to find creatures and dungeons of his power.

[edit] Version History

This table shows a list of updates that were launched in October 2018. For a full list of updates, please visit the Archives page.

Version Date Released Version Summary
July 5, 2013
  • Added an option to invert the y-axis
  • Fixed a bug where MP could be regenerated with the 'O' key
  • Fixed a bug where players could sell non-existing items from their inventory
  • Improved some launcher issues
July 2, 2013
  • The game's release to the general public.
  • A new version of the client was released.
Last edited by Dragoon on 5 July 2013 at 10:19
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