Cube Chaos

Cube Chaos is a complex strategy rogue-lite about placing units to create giant armies, factories, combos, or self replicating murder crabs, overwhelming and outsmarting your opponents. Build and adapt new strategies each run using a ludicrous variety of units, perks and more.

Cube Chaos is a rts, roguelike deckbuilder and moddable game developed and published by Wunarg.
Released on October 18th 2023 is available in English on Windows and Linux.

It has received 427 reviews of which 408 were positive and 19 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 7.79€ on Steam.


The Steam community has classified Cube Chaos into these genres:

Media & Screenshots

Get an in-depth look at Cube Chaos through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: 4 GHz
  • Memory: 4 GB RAM
  • Storage: 120 MB available space
Linux
  • OS: Ubuntu
  • Processor: 4 GHz
  • Memory: 4 GB RAM
  • Storage: 120 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2024
Content? 150 hours, easy. I've been modding the game and creating helpful tools for other modders for another 100 hours at least. Strategy? A perfectly possible prospect where perfection is impossible. Basically a deck builder / synergy seeker with fights that play like a 2D real time strategy game. Silliness? When you suddenly obtain every cube in the game, your health hits infinity, and you have negative 17 lives, you tell me. Frustration? Only at your own hubris. Infinite health doesn't mean you are invincible. Modding? Every cube, every sprite, every perk, is added to the game with the game's own simple modding language. And there is a open discord community that love to talk about how modding works. Multiplayer? What? No. Sharing your cool moments? Always. Price? Worth $30 in my book. Really a hidden gem.
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Feb. 2024
What an absolutely brilliant game this is. I'm excited to write this review, as it's very rare that I get to review something this darned good. Cube Chaos is basically every conceivable concept I ever wanted in a deckbuilder, with every thing I dont like about the genre removed. And then the whole thing is merged with other genres in some ways, which all works very well. The game's core mechanic is that instead of cards, you have cubes (and you dont have a deck that you draw from, you have an inventory and you select a "hand" of cubes before each fight). Well, instead of ANYTHING, you have Cubes. Cubes are things that you can place from your hand, they are anything that those things might then create, the ground is also made of cubes, buff effects are cubes (briefly, before they pop), you are a cube, it's cubes all the way down. The only thing that isnt a cube is perks. But they often make cubes, because of course they do. Right from the start, this just by itself allows for wild synergies, as most effects hit "other cubes". For instance there's certain cubes that react to movement that other cubes make on the board, generating energy for, say, each 100 times a cube moves. This isnt just like, mobile units moving across the battlefield. This is EVERYTHING. If it moves, it works, because if it EXISTS, it is a cube. Lasers fired out of a gun? Those are cubes, so they count. Or maybe you take something you want to place, and place it at the top of the screen, and whatever it is, as it falls, it counts, because that's a moving cube. So that type of cube synergizes particularly well with gun type cubes of any sort that just produce a lot of projectiles. That's just a very simple example. Very simple. The game as a whole has probably more synergy potential than, well... anything. I dont think I've ever seen another game do this so much, or so WELL. And some of the synergies can be unexpected. For instance in my last run, I was playing with the undead species, and they come with a special perk that makes it so any time a cube that starts with more than 0 HP (so, anything that isnt a quick cast effect like a buff) has a chance of resurrecting into a funky undead state upon death. There's another perk that they can earn that makes it so that cubes that have 0 HP now technically have just a bit as they die, giving them a chance to resurrect. What I didnt realize until I did it is that this means that buff effects can resurrect. That doesnt even make a bloody lick of sense, but it happens anyway: you place the buff down, it does its effect (usually hitting the next placed cube to add an effect to it) and then like all "instant" cubes, it immediately pops as it has 0 HP. But with that perk, the buff might resurrect and then have HP while being undead, so it just... sits there. Applying its effect to every new cube of yours and not popping unless something else destroys it. Such an absolutely funky way of effects combining... and still another very simple example. This game is a real brain-burner, I tell you. Cubes have all sorts of seriously wild effects, and you're going to have A LOT of them in a fight at once. And some will constantly produce more cubes, or turn something into something else, or add/remove effects from something, or even take two cubes and outright merge them. Merged cubes can be merged further, too, which can get every bit as ridiculous as it sounds. There's an achievement for just so much as looking at a cube that has at least 100 letters in its name from fusing things. And the cube effects overall can just be totally nuts. My personal favorite is a special one that only shows up if you have a very specific perk, and only once, and it basically says "remove a cube that isnt a leader from the screen, from the enemy's hand and from yours, from the game, from the game's library, from everything at all ever" (talk about overkill). No matter what it is. I used it on a laser projectile, once. Laser guns no longer had something to fire, because lasers didnt exist anymore. It was hilarious. And other cubes can just be REALLY hard to understand. Which could be one downside of the game... it is not even remotely afraid to get super complicated with pretty much everything, and some cubes can be just downright baffling. Same with perks, too. You will have many, many moments of either "what can this be used for?" or "what the heck does this even do, I dont understand the description". There's one cube called "Headache Engine" (which is the best name for something ever) and sometimes I think that could be the title of the game. And there's a whole mode where all cubes are procedurally generated with wildly complex effects, and it is VERY hard to understand. When I tried that mode, I placed a couple of super confusing things, and the battlefield fell off. The entire battlefield. Fell off. Just think about that for a second. Though even normal cubes can do things like cut pieces of the battlefield off or other weird things. Also, this game actually takes the traditional StS map screen and makes it a lot more interesting, by having a whole lot of different things that can show up on the map, while the different paths intersect with each other in random spots. This makes for tons of interesting decisions when choosing what to do next. Another change, your starting cubes arent boring, and there's never any need to spend money REMOVING anything. If you're spending money, you're GETTING things, not removing things. And shops? Shops are way more fun and interesting than in many of these because of how interesting the cubes/perks are that you can buy. And you can even buy something if you dont have the money, and go into debt. Debt will Do Things though, so... maybe be careful with that. Even the debt mechanics are fun though, as, well, pretty much EVERYTHING in this game is just very fun. Something I almost never say about any game, really. Seriously, there isnt a single thing that I dont think is fun in here. And the variety and replay value here is way higher than most games. Even just your starting class has a lot of that... you pick both a class and species, and every individual combination comes with its own unique added starting perk. Note though that this being early access, sometimes you come across cubes that are a bit OP or such, but that's expected, eh? Just... wow. I havent been this amazed by a game in years. It's one of those games I can come back to endlessly and never tire of it. And it even has mod support! Bloody incredible game. Absolutely earns my highest recommendation. It aint for everyone, sure, but if it's your sort of thing, holy heck are you going to love it.
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Jan. 2024
An excellent Roguelike/Tower Defense/RTS hybrid game that manages to combine the fun of these genres into a single, chaotic whole: Pros: ->Units/perks can have highly convoluted effects that nonetheless remain intuitive through their structured descriptions, similar to my experience with programming languages. |-> Immense build variety, from zerg rush to flooding the stage with lava to two-piece self-replicating combos that can crash your computer. |-> emergent behaviors from complex unit interactions that make the game fresh. In one run I had a cube called Temporal Paradox that "once every minute, freeze your cubes for one minute and make them immediately experience two minutes afterwards" or something similiar, and a perk that "whenever an allied cube is freezed, duplicate a freezed copy of them". This created a recursive loop that pumped out infinite allied cubes from my side. Cons: ->Quirky graphics that tend to put off some people. -> throughout the course of a campaign, typically only a few cube/perk selections mattered in the end. The payoff to find a strong interaction between units/perks vastly exceeds anything else such as your initial loadout and class/race. Personal Opinions: Zerg rush/cheesy combos are too effective. In my experience due to the way difficulty works, you are always encouraged to play aggro or certain combos that win the game outright, rather than sticking with your race/class and effectively utilize your whole hand. This is because the enemy ramps up too quickly to build your own defenses/scaling units and yet too stupid to utilize its own cubes to effectively counter aggro strategies. |->Many cubes/perks have very little value. This is related to the above criticism, as due the game rewarding aggro too much, cubes with high mana cost/dependent on other cubes tend to be very situational; I could have a whole hand of many powerful, high-mana cost cubes but in the end I only tend to use one or two that combos with cheaper stuff. In future updates, there should be a way to encourage people to build different than the above meta, perhaps by grouping cubes into certain archetypes that increase the chance of getting a related cube the more an archetype you lean into, or adjusting the starting/max mana mechanic so that there would be different "resource pools" to differentiate the aggro playstyle relying on a few efficient cubes, to hypothetical midrange/control styles that would be more inclined to field different cubes.
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Jan. 2024
My Runs First game. Started as dwarven healer. By the time I finished my 1st run I used: [*]bullet factories to shoot at enemy with cheep stone walls. [*]steam generators burning healing stone walls with vertical shield projector to block the steam and avoid making water My 2nd run as dwarven warrior is already: [*]stone wall spam with perk allowing everything to do melee damage and angry stone perk, while also having extra +5 hp due to another perk. [*]vengeful ant colony which makes enemy regret attacking ants from it. Stone walls are rather useful, despite being very kidnapped-able. About Game The game is what it says it is - Chaos . Encounters give you some control. The rest is given to enemy and RNG . Battles are basically powder toy, but it is also mana restricted deck builder where individual pixels are actually 25 by 25 pixel-art of creatures, buildings and more . Things to worry about before run are: [*] Race - your beloved classics like dwarf , plant person or living crystal . [*] Class - new innovative ideas like healer , warrior or rouge . Things to worry about during run are: [*] Map - get to the end and chose the path to it. [*] Chests and Shops - get cubes (basically "cards" of this game) and perks (basically "perks" of this game). [*] Battles - get gold and not death . [*] Random Events - get something or something else. That is the whole gameplay loop at the moment. It is your good old "Easy to learn, but incredibly easy to find funky new synergy, that barely follow laws of physics, if at all." type of game. I wonder were this will end up with such potential to blow up?.. Hopefully very far away from my leader; I have too little mana to counter that.
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Jan. 2024
I have not played for long but anticipate this game to become one I often return to. I wanted to write down my first impressions, and hopefully give Cube Chaos more visibility. The meat and potatoes of Cube Chaos is definitely its exciting tactical battles. First however, I want to explain the general structure of the game, and where most of its strategy is built. It borrows heavily from the satured roguelike deckbuilder genre. The game starts you off at the start of a map made up of nodes all connected by paths. Nodes are varied enough, and can: give you new cubes (cards), grant you special perks, provide you with useful consumables, or ask you to make choices in random events (to name only a few). With a bit of luck and some good decision making skills, their rewards will adequately prepare you for the boss at the end of each map. Once the boss is beaten, proceed to the next map, explore more nodes. Although this is reminiscent of other games, I think the similarities end here. In fact, the designer made the right choice when they decided to go down such a well trodden road. The battle mechanics are so original and new, this general structure allows veterans of the genre to feel familiar regardless. Without much knowledge on the game, you'll be able to enjoy its reward structure, and take critical, run-defining decisions along the way. Shops are very fun (surprisingly for this genre), and are filled with opportunities to push your luck and make crazy combinations. Luckily, for its more complicated parts, the tutorial is neither overbearing nor lacking in guidance, and prepared me fully for my first run. I really thought I was doing good and taking the right direction with my dwarf priest healing build, until my strategy slowly ran out of fire after a while. I won the run, but lost to the last boss. I unlocked a couple of new classes and races afterwards and am eager to try out their potential. I'd be hard pressed to succinctly describe Cube Chaos' battles. The RTS tag is appropriate here, yet unlike most of its representatives, battles are not fought top down, but left to right. Your leader starts on the left of the screen, and your enemy's leader on the right. Your troops will slowly walk right, and your enemies left. First to kill the opposite leader(s) wins. Everything you see on the battle screen is a Cube. They all follow simple rules like "every 3 seconds, move forward", "every 5 second, attack all surrounding non allied tiles", "every time you heal an ally, give that ally +1 max hp" or "every 10 second, spawn a bee cube on the tile above". Cubes often have more than one of these behaviors, and will act accordingly. The wording of some of these behaviors reminded me of MtG. It's a bit dry at times, but does not suffer from lack of clarity. Keywords and such can be expanded upon by hovering over them with your mouse cursor (lock in a selection with right click). This mix and match of simple behaviors are a clear example of the design intentions of Cube Chaos, and its emphasis on emergence. The AI is very interesting. It is somewhat predictable, and continues to take inspiration from the genre's design traditions. The AI has what can only be called "intentions", which player can use to inform their decisions. For example, you know that in 10 seconds, the AI will play a certain type of Cube inside of a specific area of its side of the map. Hover over the AI's selected cube on the right to see where it intends to play it. Not only that, but the AI will play its available cubes in order, from top to bottom. This is a very interesting evolution of the "intents" type AI we've been seeing in other games like Slay the Spire and Into the Breach. I wish more games explored this idea. People will mention the art. For my part, I think its good enough, that it serves its purpose. The game does lack what game devs often refer to as "juice". There's a definite lack of physicality and feedback to the UX. I believe that this, more than the eclectically coloured pixel sprites, is why the visuals of Cube Chaos feel underwhelming. Notably, the particles are too rigid, and most of the time act as glorified lines. I wish they had a bit of a magical swing, or a sway like the wind. Also, the overlays are really cool to look at and are pretty useful. I like the game a lot, and think you should play it. It is deserving of both your enjoyment and a studying eye. A fresh approach that tickles pleasurable brain nerves. I thought the logo said Cube Chads at first lol
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Last Updates

Steam data 22 November 2024 03:14
SteamSpy data 20 December 2024 03:49
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 17:56
Cube Chaos
8.8
408
19
Online players
11
Developer
Wunarg
Publisher
Wunarg
Release 18 Oct 2023
Platforms