Patchnotes overview:
-40 new cubes
-1 new terrain
-Various balance and other changes to smooth out some things, including robotocist buffs
-Many fixes and debug stuff
Full patchnotes as always in game
The cubes in particular are focused somewhat on early game enemy variety to make those early battles a bit less samey.
This update is focused on improving the clarity and understandability of cubes and the game as a whole. Patchnotes Overview: -37 keywords reworded -33 spelling mistakes fixed -41 projectile/laser abilities reordered -386 cube/perk descriptions manually adjusted (excludes the things above) -Various other cube changes to make them more clear or easier to understand -7 new Options, including enough mana auto pause -Important UI imporvements, such as better leader hp bar, cube damaged culprit highlighting, new ability seperation line, showing which cube you lost, and more -Many balance changes to perks and cubes, including changes to many perks which were likely to freeze the game to reduce that from happening a bit. -4 new Perks, 5 Cubes, 3 Mutations -Modding Steam Workshop Tags -Various smaller changes and useful fixes Full patchnotes as always in game!
Patchnotes Overview -Leader hp bar -Map number shown on map -Decksize/Handsize now shown in inventory -Various robot changes to make it a little bit better and add some more tricks -Letter Worm/Perk Mimic/Equal_Exchange now all use menus -A few small balance changes -IMPORTANT FIXES Full patchnotes as always in game Smaller update with nice UI stuff, important fixes and adjustments
Patchnotes Overview:
-New Roboticist Class!
--9 new Roboticist specific perks
--11 Roboticist Synergies
-Various important QOL clarity improvents (Mana bar end, divets, leader damage, poison numbers, Trading Liscense menu, and much more)
-New perk disabling system (Disable perks in inventory to salvage mistakes)
-Inventory perk systems performance improved
-1 cube, 1 golden perk, 3 normal perks
-15 Wordings improved and 15 Spelling mistakes fixed
-Various balance, modding and misc changes and fixes
Full patchnotes as always in game.
Patchnotes Overview:
-New Fungus Species!
--7 Fungus Species specific perks
--10 Fungus Synergies
-2 new Events, 1 Nightmare
-2 neutral Perks, 2 normal Perks, 1 perk replaced, 2 Consumables, 1 Cube, 4 Upgrades
-6 Balance adjustments, 9 Spelling mistakes fixed
-Big modding additions to make the new stuff (and other stuff) possible
-Various nice to have misc changes and bug fixes
Full patchnotes as always in game.
Patch-Overview: -Inventory Search Bar -2 new Cheats -2 new strange Scenarios (Autobattler and Automated) -Various balance adjustments to shops, curses and boon/blight generation -23 new Curses -1 Cube, 4 normal Perks, 3 golden Perks, 1 neutral Perk -Many fixes and smaller changes -A variety of strange modding stuff Full patchnotes as always in game! This is a smaller update due to both a real life fear and a real life annoyance issue (We all know how life can be like sometimes). Should still be some fun new interesting stuff in there though.
Stuff!
-3 Terrains!
-6 Cubes
-10 Normal Perks
-13 Curses
-13 Fragments (Programmer)
-10 Boons
-2 Golden Perks, 5 Neutral Perks, 5 Blights
-Many balance and other cube/perk adjustments
-Various other small changes, improvements, fixes
Full patchnotes as always in game.
Patch overview: -2 new Options and 2 new Cheats -Consumable Animation -Various changes to boon generation -Signficant Performance improvements, especially regarding freezes -7 Balance changes -5 Description improvements, 41 Spelling mistakes -So so many fixes (roughly 28) -Various changes, adjustments and other minor (but still nice) stuff Full patchnotes as always in game As usual a minor update to fix and adjust some of the stuff between the more content focused updates at the start of the month, some explanations below. Hope you all enjoy! Boon generation changes: -There can only be 1 Terrain, this terrain costs 0 boon value. -Neutral perks with 0 value also cost 0 boon value -Guarantees a number of cubes (exact formular: (Total Boon Value/4 + 1) with at max 4) --These guaranteed cube choices no longer take up the usual boon slots. --This means more boons, but I adjusted the formular for that a bit so it ONLY means more boons until roughly nightmare 120 -Not having access to more cubes, especially during the first battle was very high variance and made the early battles far too random and risky. This should help, though may not be enough. I'll have to see. Performance improvements: -Mostly a change to how quickly the game recovers when reaching a truly game breaking state which freezes the game. These makes it much less likely that the game fully crashes, though this can still occur at even more rediculous chains.
Difficulty Systems Update
-Nightmare system rework (almost all changed)
--Choose between a random selection of good and bad options with point values
--Nightmares now scale in difficulty a bit faster
--21 mostly new blights
-Bosses now must be beaten before moving on (the enemy cubes are randomized each time, lives rebalanced)
-Difficulty change animation and various difficulty based adjustment
-Enemy mana shown on enemy leader
-Enemy cube setup generation adjusted to be more reasonable (until late game)
-Big Balance changes: 46 Cubes/Perks adjusted
-Hand overflow event
-5 new Curses, 1 golden perk, 3 normal perks
-Various fixes, other adjustments and QOL improvements
Full patchnotes as always in game.
This update contains a lot of changes to existing systems, as such I am going to explain my reasoning for some of the changes:
New Nightmare Choice System:
-The old system was generally fine, but also generally not very interesting with many players simply sticking to nightmare 1 for the terrain and while I would assume that some are still going to stick to that, the new system should be a lot more interesting and create much more varied starts.
-The old system also didn't scale well at all leading to many classes/species beeing unusable at higher nightmares with the first battle often beeing rediculously hard compared to later battles, since a lot of the nightmare effects were immediatly active with very little starting choices to allow strategizing and playing around the increased threat.
-In generaly I want to avoid runs where it just feels like there was no chance of you winning.
-Of course this new system is also a lot more chaotic and will sometimes generate a bit too easy or a bit too hard starting conditions, but I feel like thats still a lot more fun.
Boss Repeats:
-Prevously if you had enough lifes you could never beat a boss and still win the run, this is a bit borring and can make battles and especially boss battles feel meaningless or irrelevant. Additionally since "skipping" the boss fight this way means you don't get the 100 gold it also pushed you down a losing spiral where now you are less likely to win and encouraged to take more lives to get through the run that way.
-With the new system when you lose a boss fight you get an event which puts you into a new boss fights, this means enemy cubes are re generated so you don't get stuck. (The Skip perk can also be used to skip the event as always)
-Since this change makes lives a bit less powerfull various things were slightly rebelanced:
--Bosses have -1 difficulty except during looping
--Lives map node also gives 10 gold now
--The nightmare which starts you off with less lives is no longer a thing
-In general I hope this makes boss fights a lot more scary while still making lives meaningfull and usefull as their original intention of protecting you against blunders or extreme rng.
Cube Balance Changes:
-Various starter cubes were nerfed by roughly 33% and various non starter cubes were buffed.
-My intention is that you should be able to keep 2/3 of your starting cubes your entire run but it should be less likely that you keep all your starting cubes.
-This is because I think trying to build around the new cubes you get is a lot more fun than relying entirely or largely on your starting cubes.
-This should also make finding new cubes more exciting and meaningful.
-With this change the enemies base mana generation was also decreased from 1 -> 0.8 to account for the slightly reduced starting power of the player.
In general this update contains a lot of changes to the base systems of the game and while it has been tested on the beta branch, some problems may only be revealed by more people playing. So if you have any feedback/opinions after playing I would welcome it (discord is easiest).
Programmer Balance -Sorting Inventory requires confirmation if Moil or Programmer -Zombies are now Undead -Temporary Double Time now stacks in duration not exponentially (this was crashing the game) -Some Melee Units rebalanced a bit (Tunnel Bore nerfed!) -Some Fragments nerfed -9 Spelling mistakes fixed -Various other fixes, QOL improvements, modding improvements and other changes Full patchnotes as always in game
Programmer Update
-Programmer Class!
--96 new Perk Fragments
--new Cubes and Synergies and Class Perks
-4 new Curses, 2 Golden, 1 Neutral, 4 Normal
-Keywords now highlight numbers in text
-Various QOL improvements
-Level up rewards order adjusted
-30 Spelling mistakes
-Various wording improvements, balance changes and fixes
Full patchnotes as always in game.
Terrain QOL/Fixes -Each Profile now has its own run save -2 new Scroll keys (start unbound), new Cheat -Empty perk reward auto skip -Mana burn visual now EVEN MORE OBVIOUS -Various balance changes -Many fixes Full Patchnotes as always in game
Summarized Patchnotes:
-Adds 8 new terrain types!
--First nightmare now adds terrain which gets replaced by a choice of 3 new terrains with every new map
--This massively changes up the battle maps
--Classic terrains like: Ocean, Monoliths and Warehouse
-Various AI improvements to work with the weird new maps
-Most terrain affecting perks adjusted due to the massive terrain changes
-Massive perormance improvements with cube lighting and cube drawing
-Base reroll cost reduced from 30 -> 20
-Big Wizard buff (Concentrate half cost upfront, half on time out, mana battery generates mana)
-3 new consumables, 2 neutral perks, 6 normal perks
-Many balance changes/general improvements/fixes/modding stuff/engine improvements
Full patchnotes as always in game
Moil Performance
-Steamdeck no longer just a black screen
-Performance improvements regarding text and drawing rectangles
-Fixed enter/esc commands sometimes beeing eaten
-A few smaller balance changes/qol improvements
-Various other important fixes (including game crashing ones)
Full Patchnotes as always in game
Preparing some bigger stuff in the background, have this extremely work in progress image:
Moil Balance Update -2 new Options: --Disable map feathers, Stay slowed/paused when no longer at max mana -59 Balance changes --Mostly hp increases to cubes which require a lot of setup so they actually surivive --Ants attackspeed reduced by 50% --Pyromaniac mild nerf, Wizard mild buff, Cryomancer mild buff -9 Wording improvements, 23 Spelling mistakes -Performance improvement regarding flying and other movement negation effects -Various other fixes/minor improvements/changes Full Patchnotes as always in game
Moil Update
-New Species: MOIL!
--That means: 3 new cubes, 9 synergy perks, and 7 moil specific perks
-Other new stuff: 9 new perks, 1 curse, 2 consumables, 1 neutral perk, 1 secret below and 1 scenario
-SO MUCH QOL: Map feedback visuals, inventory movement, void trashing, upgrade text difference highlight, and much more!
-Reordered level up unlocks (options menu has a button to re-experience them)
-Boss battle has shields
-Wall cubes re-balance
-Mini rogue rework
-38 spelling mistakes fixed and 15 wordings improved
-So many smaller changes, fixes, modding and other improvements
Full Patchnotes as always in game (roughly 190 lines)
Fixes 5, Revengance -Minor visual improvements (Path Arrows, Unlock Screen) -Overhauled 3 QOL options: --Cube Placement cooldown system (Place cubes easier) --Slow time on mana burn (AUTO PAUSE AT MAX MANA OPTION!) --Placement zone line -New in game command line -Various perks changed to make game freezes less likely without changing their power too much -SO MANY FIXES -Various of QOL, Balance, Mind Melter and Modding improvements Full Patchnotes as always in game
Patchnotes Overview: -TONS OF QOL -Better mana burn game speed stuff (slow time when reaching max mana not when going over) -Perk trashing in shops -Mind Melter improvements -SaveData now automaticly makes a backup -Various utility, modding, fixes and other minor improvements. Full Patchnotes as always in game
Patchnotes Overview: -Various QOL improvments (Cube Selection, Killer in Battles, Mana Burn, Ability Count Overlay, +1 Acessability Option, Cube Ability Description line break, Random Class/Species Button) -MANY MANY FIXES -19 Spelling mistakes -Modding Improvements Full Patchnotes as always in game Bug reports have started slowing down a bit, maybe this will be last emergency fixes update necessary! (Who am I kidding here)
More Fixes Update -Various additional tooltips -2 Tiny balance changes -JUST SO MANY FIXES AND DEBUGING IMPROVEMENTS -Modding is a bit more convenient Full Patchnotes as always in game Do not expect this update fequency forever, this is mostly cause fixes need to be out immediatly.
Mini Hotfix Update -Fancy perk opening effect -Boss scaling and effect is now more obvious and wont kill the boss due to mana burn -Smoother Mana bar movement -"Tick" no longer appears in descriptions, except if its a single tick -Various smaller fixes and improvements Full Patchnotes as always in game This mini update is mostly for various usefull fixes and minor improvements. (Including some debug fixes which I need for slightly better bug investigation)
Patchnotes Overview: -Every consumable now has an upgrade --Thats 50+ new upgrades --These are usually more permanent equivalent of the consumable --Shops can also sometimes sell upgrades of consumables -3 new perks, 1 neutral perk, 1 golden perk -A variety of fixes to bugs and some improved debug information Full Patchnotes as always in game This is a smaller update because it was the holidays, originally I was planning to fully skip this month, but then I got the consumable upgrade idear, plus some fixes needed to be done so here we are!
Informants update
-Perk Inventory movement (lvl 12 or in the options menu)
-Text Tooltips (Mouseover)
-Fancier Buttons
-Big Tutorial rework
-Marking Map nodes
-Hp related perk balance changes (8 big buffs)
-9 new Perks, 1 Neutral, 1 Golden, 2 Curses, 1 Consumable, 3 Cubes, 5 Achivements
-Various smaller changes and fixes
Full Patchnotes as always in game
Update to V0.5.1: Content and Class Balance
-Significant balance changes to most classes!
-6 new Perks, 3 new Cubes, 1 new golden Perk, 3 new Curse Perks, 3 new Consumables
-1 new Event with unique map
-Spell replace while time is paused
-At lvl 21 upgrades of perks can be seen in perks
-Various smaller balance changes and IMPORTANT fixes
Full Patchnotes as always in game.
Update to V0.5.0.5: Impact Fixing Big Points: -Moving particle effect when gaining new perks or cubes -Spells now leave ghosts --Enemy cubes placed with 0 hp now leave behind visual ghosts --These are only visual --This update disables the whole "game automaticly pauses when the enemy places 0 hp cubes" (But you can enable it again yourself if you want) -1 new consumables (Suggested by Dev!ant) -Fixed nightmares loading at 1 nightmare not working -Fixed deathball not doing its thing -Fixed 2 class species combos beeing bugged -Fixed and improved TONS of smaller things Full patchnotes with all the details can be found IN GAME This is a weird middle ground update which serves mostly as a hotfix, but also contains some preety big general improvements/additions which resulted from the feedback.
Cube Chaos is OUT! https://store.steampowered.com/app/1958340/Cube_Chaos I wish everyone a fun time! And if you find yourself in any weird/crazy/op runs do tell me about em, Id really like to see what people manage to build! For any Bugs/Feedback/Suggestions/Modding help come to the CUBE CHAOS DISCORD where I will see them the fastest.
Update to V0.5.0 Full patchnotes in game/discord. Big Demo relevant points: -Improved Sky Background -Damage Wobble Effect -Advanced Steam Integration -Better Cube Movement Sliding -Improved Mana Bar visual -New Boss Map -Slightly harsher lighting -Tons of smaller fixes and improvements
Update to V0.4.63 (The Mappening) Relevant Patchnotes for you demo players: -Node map generation was reworked for more interesting maps and slightly less combats -First experimental Music added to battles -New: 2 Consumables, 1 Perk, 2 Neutral Perks, 1 Event, 1 Upgrade -Various QOL improvements, like a hotkey which advances time by 1 tick -Many fixes, balance and other changes
After all the hotfixes and inbetween updates for the demo this update now brings parity back with the full version. For you demo players this means: -1 new golden perk -Perk mimic can no longer become itself -"Pause" Game speed can now be changed in the options to be a different speed (instead of just 0) -Every 1000 debt now also increases the speed of debt cubes beeing added for all you mad people out there -Mother_Leech Cube self damage increased from 15 to 20 (The other changes were already in the previous mini updates/hotfixes, generally I try to stick to a monthly update schedule, but fixes were too important)
The main reason for this patch is a very strange bug with the reworked sound system which caused corrupted audio after playing for a "random" amount of time usually later though. It also contains a rework to the pandoras box mechanic making it give 3 cubes and only giving "dangerous" cubes. AI balance has been slightly improved and some outlier cubes had their AI evaluation adjusted. The nightmare menu now also shows up in the demo after you "win" a demo run, though you can't select any of them, this is mostly to highlight the fact that higher difficulties exist in the full version.
-Fixed a memory leak caused by playing a lot of sounds -Fixed some rare wording problems Did not expect the sound effects to be causing the memory leak but with a full rework of the sound system that is fixed now.
A smaller update of fixes and quality of life: -Accessability difficulty options -1 new perk (8 other new perks for the non demo version) -Minor Tooltip/Tutorial improvements -Class/Species unlock and winning visual/sound effects improved -Various minor wording improvements -Improved extremely nieche AI behavior -White mouse over button effect is now less bright with some of the bigger buttons
Cube Chaos
Wunarg
Wunarg
TBA
Singleplayer EA
Game News Posts 32
🎹🖱️Keyboard + Mouse
Very Positive
(400 reviews)
https://aidungeon.io
https://store.steampowered.com/app/1958340 
In practice it plays like a unique rogue-lite mix of rts, autobattler and towerdefense.
Call forth a rat above every non rat ally,
use catapults to catapult those rats past the enemy defenses,
meanwhile defend yourself with self repairing shield walls and
summon lightning clouds which teleport above enemies and zap them.
Just to sample a strategy.
Open Ended Design:
Sure tripleshot makes your guns shoot 3 bullets sometimes, but it also makes your anthills make more ants, your replicating crabs might triplicate, your dead enemies might turn into 3 zombies.
The perks in this game are meant to allow for strange and unusual strategies outside of what I the developer directly intended.
Risk Reward:
Want to buy something in the shop but didn't collect enough gold? Just go into debt!
Want to stack a perk 8 times in exchange for some of the most horrible curses my mind could cook up? Cursed trades got you covered!
Cube Chaos encourages you to take calculated risks and reap the rewards of living at the edge of defeat, rewarding you with both memorably victories, teaching defeats and if you are very lucky something so completely broken I'll need to adjust it in the next balance patch.
Ludicrous Variety:
- 7+ classes and 7+ races, with each combination having a unique bonus perk.
- 450+ handmade Units used by both you and your AI opponents.
- 300+ upgradable perks to enhance and enable new builds.
- 80+ curses to haunt your days.
- 40+ consumables to save you from certain defeat.
- Modding!
- OS: UbuntuMemory: 4 GB RAM
- Memory: 4 GB RAM
- OS: UbuntuMemory: 8 GB RAM
- Memory: 8 GB RAM
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