20 players enter a giant cube built at random from 36 killing rooms. The traps kill, the cover moves on its own, and the outer ring keeps collapsing into the void. One sniper rifle exists on the whole map — pick it up and everyone knows exactly where you are. Last one standing wins.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Enter the Cube stands or falls on how its rooms feel with a full lobby of real people in them. The match loop is finished and the room library is deep enough to play, but the one thing a small team genuinely cannot simulate alone is twenty players fighting over a single sniper rifle inside a cube that is falling apart underneath them. We want that feedback while the room library is still being written, not after it is frozen.”

Approximately how long will this game be in Early Access?

“We are planning on 9 to 12 months. That is the time we expect to need to take the room library past 30 designed rooms, build out party and progression features, and settle the balance against live lobbies rather than against BOTs.”

How is the full version planned to differ from the Early Access version?

“More rooms above all — the room library IS the game, and we want 30+ designed mechanism rooms in the full version against the 15+ available today. Alongside that: more weapons and trap families, more zodiac fighters, player progression and cosmetics, dedicated-server matchmaking in addition to today's Steam-friend and LAN play, full controller support, and Steam Achievements.”

What is the current state of the Early Access version?

“Playable end to end. 20-player matches, a 36-room cube generated fresh from a seed every match, 15+ hand-designed mechanism rooms across four danger tiers, progressive ring collapse, the single-sniper-rifle rule, 9 weapons, 12 zodiac fighters, Steam friend invites, LAN auto-discovery and direct IP, and BOTs that fill any lobby so a match is always available. The interface ships in 7 languages. What it does not have yet is progression, cosmetics, dedicated servers or achievements.”

Will the game be priced differently during and after Early Access?

“The price may rise modestly when the full version ships, to reflect the rooms and features added along the way. Everyone who buys during Early Access keeps the game and gets every update at no extra cost.”

How are you planning on involving the Community in your development process?

“Discord is where this gets decided. Room ideas, balance complaints and bug reports all land there, and every new room goes through a public design pass before it ships — layout, mechanism timing, danger tier. We read the replies before the room goes in. Players who want to break a room early are exactly who we want in the lobby.”
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About This Game

[h1]20 IN. 1 OUT.[/h1]
A giant cube, assembled at random from 36 killing rooms. Twenty players drop in. Every door is a blind box — behind it might be a piston floor, a lava crucible, or a bowling alley with balls the size of cars. The traps kill. The cover moves on its own. And the outer ring keeps breaking apart and falling into the void.

Last one standing wins.

36 ROOMS, GENERATED FROM A SEED

No two matches are alike. Every match builds a new cube out of the room library, so whatever you learned about the map last round is gone. Rooms are graded into four danger tiers — safe, chaos, damage, lethal — and the tier is marked on the door. Read it and route around the killers. Or don't, and find out the hard way.

15+ hand-designed mechanism rooms are in the library right now, including:
  • Piston Floor — pillars rise and fall; your cover moves on its own
  • Flame Waves — travelling jets, timed to catch you mid-sprint
  • Bullet Train — high-speed trains cut straight across the tracks
  • Crushing Press — plates slam down; the gaps between them are the only life
  • Tesla Cage — the coil discharges, and inside the cage is death
  • Lava Crucible — magma kills on contact; the moving ferries are the only way across
  • Frozen Sea — floes crack three seconds after you step on them, and the water kills
  • Endgame Board — entire colours of the board vanish, and the drop kills
  • Neon Bowling — giant balls roll the lanes and scatter everything standing

ONE SNIPER RIFLE. THE WHOLE MAP KNOWS.

There is exactly one sniper rifle per match, and it one-shots anyone it hits.

It also halves your movement speed, its report is heard across the entire map, and the moment you pick it up your position is broadcast to every player still alive. A gift and a curse in the same object. Twenty people will come looking for the rifle — and then for you.

NO CIRCLE. THE ROOMS THEMSELVES FALL.

There is no shrinking-circle timer here. Whole outer rooms crack, tip over and drop into the void:

36 → 24 → 16 → 10 → 6 → 3 → 1

Standing on one when it goes? You go down with it. The cube keeps closing until a single room is left and the fight has nowhere else to run.

TWELVE ZODIAC FIGHTERS

Tiger, fox, panda, horse, rabbit, leopard and more — twelve animal-headed fighters, nine weapons and ten trap families, all colliding inside the same collapsing box.

BRING FRIENDS, OR A WHOLE ROOM OF THEM

  • Invite Steam friends straight from the lobby
  • LAN party ready — auto-discovery or direct IP, built for people sitting in the same room
  • 4 players to start a match; BOTs fill the remaining slots up to 20
  • Solo practice against 19 BOTs whenever you want

BUILT IN THE OPEN

Enter the Cube is made by a one-person studio in Godot. The room library is the game, and it grows with the build. If a room isn't fun with twenty people inside it, we would rather hear that early and rebuild it — come tell us on Discord.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of this game's assets were produced with the help of generative AI tools: the 2D key art and cinematic stills used in the trailer, capsule art and main menu; the base meshes for the twelve zodiac fighters, generated with Meshy and then rigged, retextured and reworked by hand; and part of the music and sound effects. Every AI-generated asset was reviewed, edited and integrated manually before shipping. No generative AI runs at runtime — nothing is generated while you play.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit (version 1909 or newer)
    • Processor: Quad-core Intel Core i5-6500 / AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: DirectX 12 capable GPU with 2 GB VRAM - NVIDIA GeForce GTX 1050, AMD Radeon RX 560, or Intel Iris Xe
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: 4 players minimum to start an online match; BOTs fill the remaining slots. LAN play works without an internet connection.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Six-core Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 / AMD Radeon RX 5600 XT or better
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: SSD recommended.
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