Cubez Release Date Decemeber 1st On Steam

Cubez is ready for release on December 1st at 5PM EST under steam early access. We have been working really hard to finish off new features and game modes such as the brand new Capture The Flag with our own twist on it. Release price will be $15 with a 15%($11.24) launch discount (the discount…

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Cubez Release Date Announced!

After a month of awesome progress the game is starting to come together incredibly well so we are finally ready to announce a release date. CubeZ will be releasing under Steam Early Access on November 30th or the closest date to that Steam allows. At that time it will include multiple arena maps and a wide…

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New Gameplay Video from the Ohio Game Developers Expo 2014

We had the pleasure of having a booth and a gameplay demo of CubeZ at the #OGDE2014! We actually finished up the stuff we’ve been working on for 2 months right at the last minute and we were able to show off a fairly bugless version of the game! We didn’t keep track of how many…

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Steam Networking Update and Character Redesign

After a couple days of work, I have managed to get the basic multiplayer networking for CubeZ to work via the Steam interfaces. It turns out that running an initialization command for the online subsystem after start-up causes the whole system to break. Given the under-documented nature of theses system this took me a couple…

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Twitch Game Dev Streaming Today @ 2pm EST

On Today’s Twitch Stream We’ll be streaming #gamedev to Twitch.tv today at 2PM as the title suggests. The focus of today’s stream will be to finalize the terrain generation for Alpha 6. We’ll also put a little attention into the vehicle customization system as our game style changed a bit a few weeks ago to…

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Steam Integration Progress

I’ve spent the last week working on getting Steam networking working in Cubez with some pretty great progress. I’ve ran into a number of issues with the Unreal Engine OnlineSubsystem classes being very under-documented (lots of largely empty pages clearly meant to be filled out), but I’m beginning to get through it. It seems like…

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Development Update

We’ve finally figured out our build problems after a few grueling weeks of building and rebuilding, editor play crashes and terrain struggles. We may document the problems we were having to help others, but the good thing is that we’re back on track. Sorry for the ads, but we’re currently on a $0 budget, so…

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