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Cube World
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Cube World

I'm not sure what Cube World is, exactly -- it seems like a lot of cool concepts rolled into a game that looks impossibly ambitious for the size of its development team (a husband and wife, in this case) -- but the open-world RPG shows well on livestreams and YouTube channels. At the same time, discovering new elements and quirks can be half the fun of these titles.

The buzz I've heard surrounding Cube World since the alpha went public has been mostly positive now that people are able to get their orders placed, but it's tough to get a sense for whether that's the vocal, passionate minority or the average player. Have you tried it yet? Offering a look ahead, the developers have written a blog post about what's in the pipeline:

  • Fixing bugs: We have already gathered a big list of bugs and glitches reported by players.
  • Compatibility: Some players have DirectX initialization problems on their PCs. We will try to find out the reasons and solve these issues.
  • Performance: We will work on performance optimizations, both for client and server.
  • Remappable controls: We will make all controls configurable.
  • Scalable GUI: We will make the GUI scalable, so it works well with lower resolutions, too.
  • Multiplayer server configuration: We will add more server configurations options, such as a configurable port.
  • New content: We already have a few things in the making, such as new creatures.
  • Changes to the website: We'll restructure the site a little and add a new forum and probably a bugtracking system (if anyone can recommend a good bugtracker, please let me know).

In the past, I've gotten into work-in-progress games way too early to the point where, by the time they started getting major content updates and new features -- when they truly hit their stride -- I was already tired of the base experience. Not this time. Not with you, Cube World. I want to hold off for now; to do this right by getting the most out of the experience when I'm ready.

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