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Building CUBELANDS for Steam: an early alpha generated from cubes

Building CUBELANDS for Steam: an early alpha generated from cubes I’m 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…

CUBELANDS, an early-alpha third-person open-world action-adventure game planned for Steam, is being built with a unique procedural art direction. Every element within the game, from characters and trees to weapons, villages, and boss battles, is generated at runtime using cubes. The project employs Three.js, TypeScript, Vite, and Tauri for development.

This procedural generation began as a technical rule, but it has become the game's visual language. A seed determines not only tree placement but also terrain, settlements, cultures, encounters, characters, equipment, and major boss silhouettes. The system aims to create readable authored shapes rather than noise, ensuring that essential elements like village skylines, boss anatomy, and equipment changes are recognizable at a distance.

The early alpha of CUBELANDS combines exploration, combo combat, traversal, and building. Players can glide, grapple, swim, surf slopes, and use gates. Combat features charged and aerial attacks, parries, perfect-dodge counters, party roles, and multi-phase procedural bosses. The realmcraft system supports persistent homes, terrain shaping, and seeded blueprints, turning villages into active elements where settlers work, stores exist, and supply lines matter. Expedition companions bring six combat roles into a four-person company.

Currently, there is no release date for CUBELANDS, as it remains in an early alpha stage. The immediate goal is to refine the world, combat, and presentation while sharing honest development progress. The developer plans to share real footage and engineering notes as the game moves closer to Steam.

Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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