Hey folks, patch 1.0.2 is live with a few bug-fixes. Big thanks to the folks in the forums who helped me spot and resolve the language-setting issues!
Patchnotes:
Fixed an issue where players with French or German language settings couldn't properly launch the game
Fixed an issue where Rift cv1 still passed input to the app when the headset was removed
Fixed an issue where clearing progress while dark mode was enabled would incorrectly reset the level menu
Fixed an issue where clearing progress would incorrectly reset the audio settings
Fixed an issue where the controller menu button could minimize the menu button while the title was visible
Cubism is available today!
[previewyoutube="SIptX_CMPzM;full"]
After 3 years of solo-development, Cubism is finally launching today at 10AM PST! (5PM GMT)
It's been a long while since I first shared a demo for the game here on Steam (a bit longer than I anticipated to be honest), and the game has evolved a lot since then. I want to thank everyone who played the early demo here on Steam - the early feedback was a huge encouragement for me to continue developing the game and getting to this point!
The game is launching with a set of 60 puzzles, ranging from easy to expert, good for several hours of puzzling fun. This isn't the end of the line though - I plan to keep supporting the game in the coming months, and have a few updates planned for the future. So if you have any feedback, or experience any issues, feel free to share them in the Steam forums!
Happy puzzling! - Thomas
Cubism Demo Update 0.3
Has it already been over year? Oof - sorry about that. Between moving countries due to visa issues and working my day job, progress on Cubism hasn’t always been as consistent as I’d like, but I’m happy to say we’re getting closer to the finish line!
My goal is to get Cubism to Early Access on Steam in the next month or so, and fully released by this summer. In the meantime, here’s a big update to the demo with all the improvements from the last year of development. If you own a quest, you can also get this version of the demo via SideQuest!
Changelog:
Simplified tutorial and controls The full game can now be played with just the triggers, making it much easier to pick up and play for people at all skill levels.
6 puzzles with varying difficulties The original demo had 12 puzzles, where the difficulty in later levels varied heavily. This demo is shorter, but is hopefully a better balanced sample of what the full game will be like.
Night mode If the default environment is too bright for your taste, you can now switch to night mode in the options menu.
The puzzle-grid can now be grabbed with the triggers.
UI redesign. Menu is now placed in-world underneath the puzzle.
Advanced controls option to enable piece rotation with the joystick/touchpad and piece gathering with the A-button/touchpad.
Support for Knuckles controllers
Improved UI for spectator camera on desktop
Added hover highlights to puzzle pieces.
Pieces can be passed between hands.
Overhauled the progress saving system, addressing some progress-related bugs that would appear after updating the game.
Improved the puzzle data-structure.
Recentering the view in Steam/Oculus puts the puzzle back in front of you.
Cubism Demo Update 0.2
Hi all!
It's been a while since the last update, but I've been hard at work on completing the full game. A lot of work is going into rebuilding some of Cubism's underlying systems to insure it's maintainability in the future, and to make it easier to support future platforms. Beyond that, I've spent a lot of time designing puzzles and working on the audio in the game.
This update to v0.2 brings some of this work to the demo:
A first pass of adding musical audio to the puzzles: every puzzle piece plays a note when spawned, and all the puzzle pieces together will play a chord when solving a puzzle.
Added more sound effects throughout the game. (some of these are still placeholders though)
Added an option for unrestricted rotation of the puzzle. The default still restricts puzzle rotation, since it might be disorienting for some players, but this mode does make it easier to place pieces at the top/bottom of a puzzle. Let me know if you prefer playing like this!
That's it for now! As always, if you have any feedback or bump into any issues, leave a comment below, tweet at me, or shoot me an email at info@cubism-vr.com.
Happy puzzling!
Thomas
Cubism at VRLA 2018!
I'll be showing Cubism at VRLA this coming Friday and Saturday!
Tickets are still available on the VRLA website, so if you're in the L.A. area, come by booth E25 near the food court to say hi!
Cubism Demo Update 0.13
Hi all!
This is a small update with mostly bug-fixes and tweaks:
You can now enable a floorgrid from the options menu, which may increase comfort for some players as you'll feel more grounded.
Widened collides on floating puzzle pieces to make grabbing them easier.
Instead of being always on, the 'boomerang force' on puzzle pieces is now only applied when they're thrown far away, making them fly back. This solves the issue of pieces suddenly jolting towards the controllers.
Fixed a bug where if you opened the menu immediately after finishing a puzzle, the menu would open a second time by itself.
Fixed a bug where the first puzzle appears unsolved after solving it and restarting the game.
Fixed a bug where unlocked puzzles still appear to be locked after clearing progress and solving the first puzzle.
That's it for now! As always, if you have any feedback or bump into any issues, feel free to post in the forums or shoot me an email at info@cubism-vr.com.
Happy puzzling!
Thomas
The Cubism Demo is now available on Steam!
Hi all!
My name is Thomas and I've been developing Cubism in my spare time since last June.
While I'm still working on the full release of Cubism, I'm excited to release a free Demo here on Steam so you can get an idea of what the game will be about.
In a nutshell, Cubism is a VR puzzle game with a minimal aesthetic, based on old-school solid dissection puzzles. It's compatible with the HTC Vive, Oculus Rift, and Windows MR headsets. This demo contains 12 puzzles, but the full game will feature upwards of 50 puzzles.
With this first demo, I'm hoping to catch any bugs or issues early on and get some feedback on the current state of the game. The full game is still in alpha, but I'll continue updating this demo as I keep working on new systems and updates to bring the game towards the full release.
So if you have any feedback or questions, feel free to post to the Steam forums or reach out to me on twitter or facebook.