Building CUBELANDS for Steam: an early alpha generated from cubes
Building CUBELANDS for Steam: an early alpha generated from cubes Iโm building CUBELANDS, an early-alpha third-person open-world action-adventure planned for Steam. Every character, tree, weapon, village, ruin and boss is made from cubes at runtime. There are no imported meshes and no imported animation clips. The project uses Three.js, TypeScript, Vite and Tauri. The constraint became the art direction โEverything is proceduralโ began as a technical rule, but it became the gameโs visual language. A seed determines more than tree placement: it shapes terrain, settlements, cultures, encounters, characters, equipment and major boss silhouettes. Generation still has to create readable authored shapes rather than noise. A village needs a recognizable skyline. A boss needs clear anatomy and attack tells. Equipment needs to change the heroโs silhouette at ordinary gameplay distance. Systems that meet in the world The alpha combines exploration, combo combat, traversal and building. The player can glide, grapple, swim, surf slopes and use paired gates. Combat includes charged and aerial attacks, parries, perfect-dodge counters, party roles and multi-phase procedural bosses. Realmcraft supports persistent homes, terrain shaping and seeded blueprints. Villages are not just scenery: settlers work, stores and supply lines matter, and expedition companions bring six combat roles into a four-person company. The road to Steam There is no release date yet. The project is still an early alpha, and the immediate goal is to keep strengthening the world, combat and presentation while sharing honest development progress. Iโll be posting more real footage and engineering notes as CUBELANDS moves toward Steam. Top comments (0)
Comments
No comments yet. Start the discussion.