Immerse yourself in an infinite, procedurally generated world in a voxel game exclusively designed for roomscale VR. Explore, gather resources, craft and build anything you have in mind. Featuring beautiful graphics and a fully dynamic day/night cycle.
All Reviews:
Very Positive (84) - 83% of the 84 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 2 years now. We feel like it's a very unique game that many people have waited for. While many features are still to be added, early testers reassured us this game is now ready for a wider audience, and we want and need feedback from the players that will actually play and love 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 2 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 currently relatively small, 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 and you can place an infinite amount of lightsources (torches) with almost no performance impact.”

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 plan to involve the community as much as possible. We will be very active in the steam forums and at any other place where there's any community regarding this game.
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 will also write weekly reports about progress in the game and release updates 2-5 times a month.”
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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 (29)

June 9

Update 20 is live! Just a few bugfixes!

Hey everyone!

Update 20 is live, just quickly fixing some issues that were reported with Update 19 that was released 2 days ago.

I'm always aiming for having 0 known bugs in the game, so when there is a known bug, especially crashes, those will be fixed as soon as possible. Here's the full list of changes for this update:

- Fixed crash that could happen when collecting flowers
- Fixed 2 different crashes that could happen when walking around in the world
- Fixed bug that picked up flowers would sometimes be way too big
- When reaching behind your head to get a new arrow, you now get haptic feedback when you've drawn a new arrow

That's all for now! If you still see any other bugs, let me know :)

0 comments Read more

June 7

Update 19 is live! Significant performance improvements, persistent block items in the world and more!

Hey everyone!

Update 19 is live, adding significant optimizations that should improve framerate very noticeably, making block items in the world saved and loaded, and much more!

As usual, here is a very quick overview of the new things added in this Update, with more details below:

- Block items are saved and loaded now!
- Added a max amount of 500 active block items
- Significantly optimized performance of adding/removing block items
- For drawing a new arrow, you need to move your hand behind your head now
- The .ini file for changing settings like view distance changed and got some new settings
- Significantly optimized performance of deer and rabbits
- Significantly improved performance of torches
- Fixed bug that torch fire would sometimes disappear for a moment
- Other small optimizations

Block items

Block items are saved and loaded now! So when you leave the world and come back, all items will still exist. This also means, if the game ever crashes while there are items on the ground or while you are crafting something, you'll no longer lose any items.

Having the items saved and loaded means you could also just throw items into a chest now and not actually put them into the slots since they will still be saved/loaded correctly no matter where they are. Even if you build a tower of items, leave the game and come back, it will still be exactly where you left it!

The block items are also pooled with a max amount of 500 now. This means, when the 501st is spawned, the oldest disappears. The game constantly "reuses" the old items now, so this improves performance and the fact that its limited to 500 means that if you are mining a lot of blocks and don't care about actually collecting them, you will no longer end up with so many active items on the ground that the framerate gets hurt.

Performance improvements

The optimizations in the last Update were primarily about optimizing the speed of the world generation, so you ended up with way quicker world gen, but it didn't affect framerate much.

This update is very much about performance improvements that do affect the framerate! Deer and rabbits were significantly optimized so that their constant runtime cost is way less now. Every animal added in the future will also benefit from this of course.

Also, the performance of torches was optimized by a lot. The LOD system for torch particles was completely rewritten to be more effective. If you have a world with many torches, this is the most significant optimization of this update.

This was tested in a world with ~400 torches that someone sent me to investigate why the performance is bad, and after these optimizations were added, everything was perfect. You should be able to place thousands of torches with no problem now :)

There also was an issue before that if you walked closer to a torch, at some point the fire would disappear for ~0.5 seconds and then reappear. This is fixed now.

Bow and arrow change

Previously, if you shot an arrow, you immediately had a new arrow in your right hand again. That's no longer the case now. After you shoot an arrow, your right hand will be empty. To draw another arrow, you need to move your right hand behind your head and draw another arrow there. You don't need to press any buttons, this happens automatically. It makes the bow and arrow feel more realistic, and that's good!

.ini file changes

The game .ini options are now inside of


Previously, the Engine.ini was used. Now, it's the Game.ini.

The content of that file looks like this now:

[cyubeVR.Settings] Start=1 MaxUpdateThreads=5 RAM_EATING_MODE=1 ViewDistance=20 OverrideDefault=0 ViewDistanceLOD1=4 ViewDistanceLOD2=8 ViewDistanceLOD4=12 ViewDistanceLOD8=32

The OverrideDefault option was newly added with this Update. While that option is 0, the .ini variables are not used by the game. Only if you set it to 1, the game will apply the options from the .ini. So the OverrideDefault option allows you to quickly test if your .ini settings do increase/decrease visual fidelity or performance.


All the things mentioned above have been in the beta branch of the game for a while already and were tested by our great beta testers there! Thanks to those, you hopefully get fully stable updates in the stable branch of the game. If you also want to test new features earlier when they come out in the beta branch, make sure to join the official cyubeVR discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!

That's all for today! 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. 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.
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!

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

1 comments Read more
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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

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Intel i7 3xxx or Ryzen 5
    • Memory: 14 GB RAM
    • Graphics: Nvidia GTX 970 / AMD R9 390
    • DirectX: Version 11
    • Storage: 7 GB available space
    • 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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