Immerse yourself in an infinite, procedurally generated world in a voxel game exclusively designed for VR. Explore, gather resources, craft in 3D and build anything you have in mind. Featuring beautiful graphics, a fully dynamic day/night cycle and dynamic weather.
All Reviews:
Very Positive (116) - 88% of the 116 user reviews for this game are positive.
Release Date:
Jan 26, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“This game has been in fulltime development for almost 3 years now. We feel like it's a very unique game that many people have waited for. The game is "Early Access" as in that not all features are in the game yet - it is not buggy though! We spend a lot of time making sure that there are 0 known bugs in the game, stability and being bug free is most important at any time during development. If a bug is reported, it will be fixed before any new feature is added. We want and need feedback from the players that will actually play and love the game.

Here you can access the official roadmap (Trello) for the game

Approximately how long will this game be in Early Access?

“If the community thinks the game is ready for final release, then it probably is. It's really the community that knows best when a game is done. The time frame absolutely depends on what features the community wants us to add.”

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

“The current game is purely singleplayer, and one of the most requested features will no doubt be multiplayer. Unless the community surprises us with a different opinion, the full version will likely have many multiplayer features included. Of course you will still be able to play this in singleplayer, just like now.

Also, the game is currently a sandbox game with no survival aspect. We expect that to be another major request from our community, and we look forward to adding that. It will stay optional though, so anyone who likes the current peaceful atmosphere of the game will be able to keep playing that way and focus on the creative aspect of the game.

We plan to work on this game for a long time, so even after the game is out of early access, there will still be many new features added to the game.”

What is the current state of the Early Access version?

“This game has been in development for a long time. Many games you see on Steam Early Access are put online after 1-3 months of development. We almost spent 3 years on this game at this time.

We focused on polishing the core features of the game a lot. So while the scope of the game is not yet what it will be later, we wanted to make sure that it does what it does really well, and later add more features. A lot of time was spent on optimizing performance, and we are very proud of what we have achieved regarding that, especially if you keep in mind that this game features fully dynamic lighting, dynamic weather and you can place an infinite amount of lightsources with almost no performance impact, due to our custom voxel lighting.”

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

“The price of the game will gradually increase during the early access period. Most important for us is currently to build a solid community around the game, we know we can only succeed if we have a community that wants us to succeed.”

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

“The community is the most important thing for us at the moment. We involve the community as much as possible. We are very active in the steam forums and at any other place where there's any community regarding this game. Most importantly, there is an official cyubeVR Discord server with almost 400 members where we constantly discuss ideas and development of the game and also manage beta testing of new features before they are released for everyone else.
We are creating this game for you, so we need your feedback and ideas. Please tell us what you like, what you don't like and what you want to see in the game in the future.

We also try to write weekly (or not so weekly ;) ) reports on Steam about progress in the game and release updates regularly.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (42)

March 13

Weekly Report #8 - Concept for new bucket with "magic"!

Hey everyone,

again, the last weekly report was released slightly more than a week ago™ (or a bit more than slightly more...), so it's time for another one! Yay!

Let me know in the comments if you'd like to have more frequent weekly reports, I think due to the official cyubeVR roadmap on Trello it's always quite clear what I'm working on anyways, so I prefer to spend time primarily with programming and not with writing frequent weekly reports all the time :)

Those that closely follow development of cyubeVR on the official cyubeVR discord are always up to date with what I work on too, but I understand not everyone likes to be on a bunch of discords for every game you own! That's why I think writing weekly reports from time to time does make sense.

The cyubeVR discord is still nicely growing though, we're at over 400 people there now. That's great! Community interaction is most important for development of the game.

If you haven't seen it yet, a few days ago, Update 27 was released.

Also, I want to mention two great youtube videos that you should definitely watch if you haven't seen them yet! The first is this great Video from Aelgiz, showing his castle build in cyubeVR in the Snow:

https://www.youtube.com/watch?v=PIX5iisJxgM

The second one is this new video from Wee Hours Games, it's always great to watch him play cyubeVR and show a lot of excitement about every new feature in the game :)

https://www.youtube.com/watch?v=UxXLP7zyG0I

Concept for new bucket

One feature request I want to talk about a bit more in this weekly report is related to gathering of items using the bucket. Currently, you need to manually throw items into the bucket, or swipe with the bucket over the ground to collect items.

A lot of people seem to look forward to "easier" way of gathering items in the game - most importantly, the current way requires you to bend down, or sit down on the ground - you do somehow need to get at least one of your hands close to the ground. Not everyone likes doing that a lot.

The suggested improvement is often having a vaccuum bucket, which automatically sucks in items up to a certain distance.

Now, just replacing the current bucket with a vaccuum bucket would be a bit boring - a "manual" bucket makes sense to have at the start of the game, since giving the player a bit of progression and some better bucket to work towards is good!

So, one way this could be done would be that you can craft a different bucket, and replace the current bucket with that newly crafted bucket, once you have crafted it. But how would you craft a bucket that has such a vacuum effect? The game has a medieval/fantasy theme, with no electricity or other industrial themed things. That means it has to be magic! Magic is good, because it's magic!

So, the vaccum bucket will run on "magic". Now, we could make it so that you need to craft a new bucket using some new magic resource, but actually there's a better way! Why not just replace the current bucket with a bucket that allows you to use it both as a regular bucket, but also "upgrade" it by attaching something magic to it?

I know after so much text you finally want to see it, so let's take a look at a concept of the new bucket that I've recently worked on with a concept artist!



As you see, the bucket has an attachment point for a crystal on the side - the bucket can be used both with and without a crystal attached, and you can attach different crystals to the bucket for getting different effects. Who says that a bucket always has to suck items in - maybe you want a bucket that blows items away, to clean up some area of items that you don't want to collect anyways. This new design allows for that! Differently colored crystals can have different effects on the behavior of the bucket.

You see the bucket has some "magical veins" going around it, which glow (or pulse) when you have a crystal attached to the bucket - that will look awesome in the game!

Also, such crystals won't need to be limited to only the bucket - over time there can be a lot more things in the game that make use of such crystals to upgrade various behavior.

You will be able to find these crystals in caves, and the crystals will have some level of "charge", with that charge slowly being used up while the crystals are used to cause any magic effect, like the vacuum effect in the bucket.

Then there should also be some way to "recharge" crystals once they are empty, so that you are not forced to go searching for new crystals in new caves. Recharging crystals might work by having them lie outside at night in moon-light or something similar - I'm not fully sure about that yet, so if you have good ideas, please write a comment here or come into the discord!

This concept for the bucket with crystals was not something that I just decided would be good, it was something we did actually talk a lot about in the discord, and until now, this was the best solution we came up with in there :) This is why the community is so important! Getting feedback from many people on ideas is always best, and I'm super happy cyubeVR has a nice community for that!

So, that's all for this weekly report. Thanks for caring about the game! Let me know what you think about this new bucket concept!

Don't forget to follow and subscribe to the official Stonebrick Studios account on Twitter and YouTube so that you don't miss anything interesting about the game! There's also a community-diven subreddit about cyubeVR on reddit.

Cheers! :)
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March 10

Update 27 is live! Day/Night length settings, saturation setting, "reset" button for all settings, new light processed wood texture, and bugfixes!



Hey everyone!

Update 27 is live, adding independent settings for the length of day and night, a setting for saturation, a way to individually reset every setting to the default value, a great new texture for light processed wood and many important fixes!

As usual, here is a very quick overview of the things changed in this update, with more details below:


  • Added settings for length of day and night
  • Added setting for saturation (especially useful on WMR headsets)
  • Added reset button next to every setting in the settings. It allows you to individually reset every setting to its default value.
  • Added new texture for light processed wood
  • Fixed sledgehammer not causing damage on wallstone
  • Made sledgehammer also cause damage on all types of wood. It makes sense that a hammer can't only be used to destroy stone, but also wood!
  • Fixed texture of blue and green flowers. The texture for them was broken, resulting in them having the same texture like regular grass.
  • Made picture frame brighter in torch light
  • Further reduced SSAO by 35% on "Off" and "Low" bloom
  • Fixed rain sounds. The rain sound was broken since Update 26.
  • Fixed cloud movement speed being significantly too fast
  • Fixed text box in inventory always saying "Processed Wood (Light)", even while being in settings
  • Fixed block movement breaking after mesh object placement mode has been selected (like chest)
  • Fixed evil bug that caused game to crash when loading any world with a sledgehammer existing anywhere in the world (e.g. on a wall mount)
  • Fixed potential crash


Day/Night length settings

By default, day in the game is roughly 5 times longer than night. This is a good default, but you might prefer a different distribution for this, so now you can have that! You can make day and night both very long, both very short, or make one very short and the other one long or any other combination.

So these settings don't just allow you to change the relative distrubution of day/night, but also wjat is the full length of the day/night cycle.

Reset button next to all settings

There previously was no way to know what the default of a setting was after you changed it, now there is! This was added now because it would likely have been very hard otherwise to get back to the exact defaults for the day/night length settings.

Saturation setting

This is a very simple setting that allows you to modify the saturation of the game - either you want to modify this due to personal preference, or you might want to make the game in LCD VR headsets look more similar to naturally more saturated headsets with OLED displays. I think I've read multiple times that WMR users like to have saturation settings, and it definitely doesn't hurt to have a setting for this!

New texture for light processed wood

As shown in the screenshot on the very top of this announcement, there is a new texture for light processed wood! I couldn't stand the old texture any more, it was too ugly and totally not 8K. New one looks much better and so much more high res! You'll now bump your nose against the wall before seeing any pixels of that texture. That's how textures should be!

-----------------

As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 7 separate beta builds! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!

That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 400 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.

Also, don't forget there's an official roadmap with voting features!

Looking forward to hearing what you think about the new update :)

Cheers!

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Come join the Discord!

Come join our official, verified cyubeVR Discord Server with over 400 members! You can chat directly with the developer and talk about ideas, new features or report bugs. Also, beta builds with new features are always first made available to beta testers in the discord to make sure those features are completely stable and bug free when they are released for everyone.

About This Game



cyubeVR (pronounced Cube VR) is a virtual reality voxel game fully designed for roomscale VR.




The world in cyubeVR is entirely procedurally generated.

Enter a seed or let the game generate one for you, and explore a unique and detailed infinite world that no one ever saw before.




Find your way through complex cave networks going deep into the ground, climb up huge hills to get a great view over the world or try to build yourself a way up to massive floating islands.

All of that fully optimized for roomscale VR to get you the most immersive experience possible.

There are no limits how far you can travel – your unique world is infinite in size.




Gather resources in the world and use those to build anything you have in mind. Allow your creativity and imagination to run free. Design a fortress on top of a mountain, construct a bridge to connect two floating islands or dig yourself deep into the ground and work on complex underground structures.

Experience a building system exclusively optimized for roomscale VR in a way that was never seen before.

Thanks to roomscale VR, even have a good conscience for the workout you did while you can marvel your new creations.




In VR there is no need for any UI, menus or buttons for crafting.

Just use your hands and naturally craft tools and other items directly in the world.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Intel i7 3xxx, Intel i5 8xxx or Ryzen 5
    • Memory: 12 GB RAM
    • Graphics: Nvidia GTX 970 / AMD R9 390
    • DirectX: Version 11
    • Storage: 7 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Intel i7 5xxx or Ryzen 7
    • Memory: 16 GB RAM
    • Graphics: Nvidia GTX 1080
    • DirectX: Version 11
    • Storage: 10 GB available space

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