


So far, Wollay has mentioned a medieval stone style, North American wood style, European style, and log structures temples, dungeons, camps, and fortresses comprise most of the non-friendly buildings, each of which houses enemy factions, treasure, traps, and obstacles. There are multiple city and building styles within the game, too. Further on the front of semi-customization, players can take these building components and place them to construct their own structures, but will not experience the freedom of building as demonstrated in - for example - Minecraft however, Cube World wishes to retain its focus on adventure, and simplifies building to a level that is fulfilling, but not overwhelming. Each environment is littered with appropriate prefabs and monsters - dungeons have traps and interactive elements (like levers), mountain biomes are perfect for hangliding, cities have inns, shops, and towers, and so forth.Īll of the cities in Cube World are also randomized to an extent - the game features hand-crafted, individual building components, but the engine then generates buildings out of the pieces that Wollay has provided. The game has numerous landscapes and environments, including just about every basic biome you can think of, major cities, small towns, faction strongholds that include walled countryside and guards, dungeons, caves, and more. Cube World will be multiplayer-enabled and, according to Wollay's twitter, is currently aimed at supporting 4-5 players in LAN or online play. The game is being developed entirely by a programmer named Wollay, who is looking to achieve an action-RPG feel with a focus on exploration and traditional RPG elements, like questing, leveling, and group play. Let's start with an overview of the world.Ĭube World is an infinitely-generating, voxel landscape with effectively limitless vertical and horizontal bounds. This video will cover everything major that we know so far, broken into sections of gameplay mechanics, combat mechanics, and general concepts. We first covered Cube World in Saturday Heat Signature, where we explored the basics and discussed rumors.


Hey everyone, this is Steve from ! Today we are talking about Cube World, an action-RPG, voxel-based game that is inspired by the likes of Zelda, Diablo, and fantasy MMORPGs. Below the transcript, you'll find some of our thoughts and concerns as they pertain to Cube World. I've included a transcript of the video below, which focuses on all of the major updates to the game. It's built around infinite everything - Wollay has stated that there is technically no vertical or horizontal limit to the game's expansion, noting that he has been in caves that are "200 cubes deep." Other Major Updates Take Zelda and mash it up with generic MMORPGs, Diablo, and Minecraft - you're left with the best elements from each, hopefully, all contributing to Cube World's creation. All of this helps ensure focus is kept on adventure and exploration. The same goes for character stats (dexterity, strength, et al.), which will be automatically incremented based upon class and subclass choices, but not individually customizable. Building is an example of this: We're given a few tools for basic structures, like prefab walls and elements, but won't have the freedom that is present in other, more building-focused games. Everything is customizable to a degree that it is satisfying, but confined within enough boundaries where each modifiable element doesn't take priority in gameplay. The objective in Cube World is pretty straight-forward: Explore, adventure, and have fun. Wollay hopes to include boats and ships for sea travel, which will unlock potential for numerous continents and islands, all waiting to be explored. A Brief Overview of the Game and its EngineĬube World is an infinitely-generating world with virtually limitless horizontal and vertical bounds caves go hundreds of cubes deep, mountains go equally high, and the land will perpetually generate as you continue to explore. We'll cover some of the frequently-asked Cube World questions herein, like possible races and classes, the world's generation, and city building and generation. Cube World's major advancements since the initial videos can be summed up in a few major sections: Persistent mechanical interactions, environments, and progressive mechanical interactions (character-driven, rather than ever-present elements).
