About the Game
cyubeVR (pronounced Cube VR) is a virtual reality voxel game fully designed for VR.

The world in cyubeVR is entirely procedurally generated. Enter a seed or let the game generate one for you, and explore a unique and detailed infinite world that no one ever saw before.
Find your way through complex cave networks going deep into the ground, climb up huge hills to get a great view over the world or try to build yourself a way up to massive floating islands.
All of that fully optimized for VR to get you the most immersive experience possible. There are no limits how far you can travel – your unique world is infinite in size.

Gather resources in the world and use those to build anything you have in mind. Allow your creativity and imagination to run free. Design a fortress on top of a mountain, construct a bridge to connect two floating islands or dig yourself deep into the ground and work on complex underground structures.
Experience a building system exclusively optimized for roomscale VR in a way that was never seen before. You can even move blocks after you have placed them!
Thanks to roomscale VR, even have a good conscience for the workout you did while you can marvel your new creations.
In VR there is no need for any UI, menus or buttons for crafting. Just use your hands and naturally craft tools and other items directly in the world.
A FEW SPECIAL FEATURES WORTH MENTIONING:
Gravity Gloves! You never have to bend down or move much to reach items or tools - you can easily grab anything using gravity gloves:
Dynamic Weather! The weather dynamically and smoothly changes between sunny, rain, and snow. And cyubeVR probably has the best-looking snow of all existing VR games!
Great building controls, designed from the ground up for VR! You can mine, collect and charge magic crystals to conveniently place up to 9 blocks at once.
Full finger tracking on the controllers that support it (Valve Index Controllers), and the closest possible approximation on other controllers (Touch Controllers, Vive Controllers)
The game automatically detects which controller you are using and adjusts the controls to optimally work with your controller, and automatically shows you the tutorial fitting for your exact controller - currently, the game has 4 different control schemes, individually designed for:
- HTC Vive Controllers
- Valve Index Controllers
- Oculus Touch Controllers (Rift, Rift S, Quest, Quest 2)
- Windows Mixed Reality Controllers
Use either Smooth Locomotion or Teleport, depending on what you prefer. For the locomotion, you can choose between controller-oriented and head-oriented Smooth Locomotion. For turning, you can choose between snap turning and smooth turning. Snap turning offers options for either 22.5° steps or 45° steps, while smooth turning allows you to freely adjust the turn speed with a slider.
Dynamic Picture Frames that allow you to import any custom PNG/JPG files from your PC and display them in fully resizable and movable picture frames that you can decorate the wall of your virtual house with:
Dual Wielding with all tools! Twice as fast, and twice the fun.
There's an awesome furnace in the game, fully controlled with realistic VR mechanics! No UI interaction. Put combustible items into the lower chamber of the furnace, place items to melt in the upper chamber of the furnace, use flintstones to realistically generate sparks that light up the fire, and watch it operate!
You can easily collect items into your inventory using the awesome vacuum bucket that can be enhanced further with magic crystals for an even stronger effect! Blue crystal energy makes the bucket suck, red crystal energy makes the bucket blow. Use sunlight to charge a crystal blue, or use moonlight to charge a crystal red.
Screenshots
33 images
Version Information
Steam Patch Notes
Official update history
Hey everyone, Update 32 for cyubeVR is live!
With this update, a great new feature is added to the game: Everyone can now easily create custom mod blocks with custom recipes and share them through Steam Workshop! You can subscribe to any of the blocks that are available on Steam Workshop, and they will automatically be downloaded and updated through Steam. These mod blocks have a lot of flexibility and they can be used just like any other original block in the game!
There's also a lot of bugfixes and other improvements, so let's take a look at the whole list and then get into more detail for the custom mod blocks!
- Custom mod block support!
- Adjusted controls for enabling the bow on Index Controllers, Touch Controllers and WMR
- Adjusted optimization for deer/rabbits to make them look a bit more natural in their movements
- Telekinesis now also works on rabbits
- Fixed dead animals sometimes being back from the dead after restarting the game
- Fixed animals sometimes being able to spawn at locations where they shouldn't be able to spawn
- Fixed chests sometimes not working correctly
- Improved world loading code
- Fixed distance fog not using correct distance based on the view distance that is set
- Adjusted distance fog color to be a bit more white and less blue during the day
- Reduced controller latency
- Decreased AO strength in dark areas
- Fixed inventory UI sometimes flickering in the game desktop mirror window
- Fixed telekinesis affecting individual item of item structure, it now correctly affects the whole structure
- Moving around chest/chairs with index controllers now also works when using "grab" instead of trigger
- The number on block items in chests now has a different color and already appears at a greater distance
- Keep "ghost" representation for block item in quick bar when none of that item are left in inventory
- It's now possible to swap places of items in the inventory by dropping an item on top of another slot
- Fixed some blocks not playing any block destroy sound
- Fixed block destroy particles sometimes not having the correct texture
- Fixed multiple crashes
Custom mod blocks with Steam Workshop integration!
Everyone can now create an custom blocks for the game, showing custom textures, with custom recipes for crafting the custom blocks. Creating a custom block is very easy, you don't need to be an expert in any special software, the game just needs some 2D images. So if you would want, you could go into Paint, draw some textures and create a custom block based on those! I've written a detailed post here about "How to create custom mod blocks for cyubeVR":
https://steamcommunity.com/app/619500/discussions/3/1640917625019543783/
If you are interested in adding some great blocks to the game, that will hopefully explain every step in a lot of detail!
And if you don't want to spend any time creating your own blocks, you can super easily subscribe to mod blocks from other people on the Steam Workshop!
There is a full and working integration for Steam Workshop, which makes it extremely easy to download and install new custom mod blocks.
You can share your custom mod blocks with anyone through Steam Workshop, and you can browse through Steam Workshop to find and subscribe to new custom mod blocks that are automatically downloaded and updated through Steam.
Take a look at cyubeVRs Steam Workshop here: https://steamcommunity.com/app/619500/workshop/
Since this feature has been tested in the beta build of cyubeVR for a while now by our great beta testers, some awesome mod blocks have been uploaded to the Steam Workshop already!
Take a look at these blocks, all made by Endermoonlight:
https://steamcommunity.com/sharedfiles/filedetails/?id=1822025972
https://steamcommunity.com/sharedfiles/filedetails/?id=1822015882
https://steamcommunity.com/sharedfiles/filedetails/?id=1819476948
https://steamcommunity.com/sharedfiles/filedetails/?id=1821373903
https://steamcommunity.com/sharedfiles/filedetails/?id=1820070390
For managing the Steam Workshop (uploading new items and seeing which items from the workshop you currently have installed), there is a new UI in the main menu, where you see all your locally installed mod blocks, and all mod blocks you are subscribed to on the Steam Workshop. Uploading new blocks to the workshop or updating existing ones can also be done there with one single button click.
The Steam Workshop integration is hopefully very easy and convenient to use! And if anyone ever has any questions, there's also the new #modding channel on the official cyubeVR discord, for in-depth discussion about anything related to this great new feature! If anyone needs any assistance with creating custom mod blocks, just tag me (@sbsce) on the discord and I'll likely reply within a few minutes :)
I hope that we will get a ton more awesome custom mod blocks in the workshop in the near future, if you believe you have any skills with designing such things, please do! I'll mention the best custom mod blocks in upcoming announcements here on Steam.
One thing to note, loading into your world is slower the first time you load into the world with a new custom block config. So if you subscribe to a bunch of blocks from the workshop now and you see the game take longer than usual to load the whole view distance, don't worry, that's normal and only happens when you change which custom blocks you have installed.
Adjusted bow controls
On Index Controllers, Touch Controllers and WMR, the bow is now no longer "hold to enable". Instead, you need to press the button once to enable the bow, and then either press the button again to disable the bow, or open your left hand to disable the bow (same like you leave the tool and block place mode on the right hand). This was changed because before, it was not possible to use the bow and use smooth locomotion at the same time, as your left thumb could not simultaneously hold the bow button and also use the thumbstick. Now you can use the bow and move at the same time.
Telekinesis now also works on rabbits
This is a small thing, but it's so much fun! Telekinesis is currently still only supported on Index Controllers, but in the near future it will be supported on all other controllers too. If you have index controllers, definitely try to let some rabbits fly!
Improvement to quick bar slots in inventory
This has been a long requested feature for the inventory: When you have some item in the block quick bar, and you place the last of that item or drag it out of the inventory, a "ghost" representation of that item now stays in the quick bar, and once you add any of that item to your inventory again, it's directly usable at the quick bar slot where it previously was.
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As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 14 separate beta builds! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're over 500 people there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord :)
There's also a cyubeVR subreddit available on Reddit, if you're active on Reddit, make sure to subscribe to it and maybe post some great screenshots there!
Also, don't forget there's an official roadmap with voting features.
Looking forward to hearing what you think about the new update :)
Cheers!
Hey everyone, Update 31 for cyubeVR is live!
This Update is very much about giving the game the best possible support for the new Valve Index Controllers, but it also adds completely new control schemes for Oculus Touch Controllers and Windows Mixed Reality Controllers, and no matter which controller you use, you now see hands in the game that make use of SteamVR Skeletal Input to move your fingers as accurately as possible depending on how accurate your controller can track your fingers. The new SteamVR Input system also means you can rebind all cyubeVR controls through the SteamVR Input Bindings Dashboard now!
Here is a new official video showing how Valve Index Controllers work in cyubeVR, and also showing the great new hands with finger tracking: https://www.youtube.com/watch?v=TbKpVV1ppJY
As usual, here's a very quick overview of the things changed in Update 31, with some more details below:
- Instead of seeing controller models, you now have hands in the game
- Controls are now using the SteamVR input system, allowing rebinding
- Added new control scheme built for Valve Index Controllers
- Added new control schemes for Oculus Touch Controllers and Windows Mixed Reality Controllers
- Added telekinesis using finger tracking, only working with Valve Index Controllers for now
- Added setting for hand size
- Major modifications to the tutorial
- Added new "Bindings Overview" to the bottom part of the inventory briefcase, telling you what every button on your controller does
- Added setting for making that "Bindings Overview" visible or hidden
- Main Menu is now looking better and sharper
- Bow feels better now and has better haptical feedback
- You can now adjust the block placement distance by grabbing the preview block of the block placement tool with your left hand
Hands with finger tracking
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/72078801ea9248a03e020c65876b92448d3d366b.gif
You now have hands in the game! Depending on which controllers you use, you also have (close to) perfect finger tracking! Real finger tracking only works with Valve Index Controllers, and the second most realistic finger movement representation you get with Oculus Touch controllers, as those also have a bunch of sensors to detect where your fingers are. Vive Controllers support basic finger movement (Grip - Not Grip, and thumb on touchpad). Windows Mixed Reality controllers do not support SteamVR Skeketal Input currently, so with WMR controllers, you will see fully static hands.
The game uses SteamVR Skeletal Input for the finger representation, you can see some examples of what the different controller types are capable of in this announcement post from Valve about SteamVR Skeletal Input:
https://steamcommunity.com/games/250820/announcements/detail/1690421280625220068
New control scheme
There is a fully new control scheme in the game, added from the ground up for Valve Index Controllers. Not only Index Controllers are using that though, but, with some modifications, also the Oculus Touch controllers and WMR controllers. With this new control scheme, the thumbsticks are used for movement and turning, and grip is done with grip buttons or, in the case of Index Controllers, natural gripping objects. For seeing how the new control scheme works, definitely watch the video linked above!
SteamVR Input
The game now uses the SteamVR Input system. This means you can actually yourself rebind all controls in the game through the SteamVR Input Bindings Dashboard which you can access by going to Devices -> Configure Controllers in SteamVR. So, if you don't like some binding, you can actually change it yourself, and everyone can even share bindings for the game through Steam Workshop! This also means that the game will "automatically" be compatible with all new upcoming controllers now, even if I as the dev would never actively add support for those, as the community would always be able to create perfectly fitting bindings for any new controller that SteamVR supports.
Tutorial overhaul and button mapping overview
Since there is a completely new control-scheme in the game, the tutorial had to be adapted to still explain everything correctly no matter which controller you are actually using. To accomplish this, there are now basicalyl 4 different versions of the tutorial - one for Vive Controllers, one for Oculus Touch Controllers, one for WMR controller and one for Valve Index Controllers. Also, the first 3 tutorial pages are now about the "First steps in the game", and hopefully make it easier for someone new to understand what the first steps are when playing the game. At the end of the tutorial, a new page has been added about moving blocks after they are placed, as that's a great feature of the game that was never explained in the tutorial before!
Additionally to that, in the bottom part of the inventory briefcase, you now see a quick overview of what every button on your specific controller is doing. There also is a setting that allows you to disable this overview if you do not want to constantly see it because you are familiar with the controls already. Just as an example, this is how the button mapping overview looks like while using Oculus Touch controllers:
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/b19f9f636269fdb1f2b34c7dcf8560c79eb53b3e.jpg
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As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 14 separate beta builds! In the case of Index Controller support, testing was obviously not done as in-depth as usually with other features, as not many people had Index Controllers yet! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're almost 500 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord :)
There's also a cyubeVR subreddit available on Reddit, if you're active on Reddit, make sure to subscribe to it and maybe post some great screenshots there!
Also, don't forget there's an official roadmap with voting features.
Looking forward to hearing what you think about the new update :)
Cheers!
Hey everyone, Update 30 for cyubeVR is live!
Most importantly, the Unreal Engine version cyubeVR is based on was updated from 4.19 to 4.22. The engine update took a bit longer than expected to be done, but it results in significant performance improvements on its own, and in addition to that, I also spent quite a lot of time optimizing various different things in the game further. You could say, this update is about "making the game ready for 144hz on Valve Index" :)
Here is a very quick overview of the things changed in Update 30, with some more details below:
- Update Engine to UE4 4.22
- Significant optimizations related to deer and rabbits
- Fixed issue that caused a lot of unnecessary triangles to render for chunks in the distance
- Optimized how torches, chests, picture frames, deer and rabbits are rendered, resulting in significantly fewer draw calls, and as a result better performance
- Very significant optimization related to shadow rendering of chunks in the distance, making it roughly 10 times faster
- Added new INI option HideControllersForVideoCapture for hiding controllers in high res video capture mode
- Experimental support for rendering the game using Vulkan
- Added button to main menu that triggers some music to be played on your controllers using the vibration motors
- Changed font in main menu to be more readable
- Music toggle in main menu is now persistent, so its state will be same the next time you open the game
- Updated min spec warning in main menu
- Fixed what happens when you try to put a structure of items attached together into a chest
- Fix for making sure picture frames are receiving light correctly
- Applied a fix that should make the game look more correct on Pimax or Valve Index
- Fixed bottom stone at bottom of the world not always generating correctly
- Fixed flying particle in air and birds not being visible in high res video capture
- Fixed multiple possible crashes
Engine Update
cyubeVR is now using Unreal Engine 4.22.2. Previously, the game was running on Unreal Engine 4.19. 4.19 was released on March 14, 2018, and 4.22 was released on April 2, 2019, so it's more than a year worth of engine changes to UE4.
The engine update improves performance significantly - with 4.22, the rendering code of UE4 was moved to a more intelligent Frostbite-like approach, making better use of available CPU and GPU resources.
Significant performance improvements
Apart from the performance improvements coming from the engine update, I also took the opportunity to take a very in-depth look at all the relevant code in cyubeVR that could be optimized further - and got some nice gains out of that.
Shadows for chunks are now, after a certain distance, always rendered based on LOD chunks instead of full res chunks. There isn't any visible difference, but this hugely improves performance of shadow rendering, especially when using higher view distances, or higher view distances for LOD0 chunks, as high geometric complexity for visible chunks now no longer directly correlates with high geometric complexity for shadow rendering, the cost for shadow rendering is independent now from LOD settings for visible chunks.
Previously, shadow rendering got exponentially slower the higher the view distance was, with this optimization, when using higher general view distances and/or higher view distances for LOD0 chunks, shadow rendering can be more than 10 times faster than before.
If you have more than 16GB RAM, definitely take a look at increasing the view distance of the game in the INI, as having a higher view distance looks super awesome!
Some of these optimizations require the game to recreate the "Instant Loading files" for your world, so the first load of your world after updating to Update 30 will be slower than usual. Don't worry, world loading speed will be back to normal after the first time of using Update 30.
Vulkan suport
You can now run cyubeVR using Vulkan, instead of DirectX 11. Vulkan support is still a bit "experimental" compared to DirectX, so there might be bugs that are not known yet. In general, it runs very nicely with Vulkan though. To run the game using Vulkan, navigate to the directory that contains the cyubeVR.exe, and create a shortcut to that .exe where you add " -vulkan" at the end. Then run the game using that shortcut.
This Vulkan support is the first big step towards official Linux support for cyubeVR, as the game will always run with Vulkan on Linux.
Hiding controllers in high res video capture
When using the high res video capture mode, you can now choose to have your controller models be invisible in the high res video output. This ini setting has been added to the game:
HideControllersForVideoCapture=0
As for all such settings, you can find this ini file in Appdata/Local/cyubeVR/Saved/WindowsNoEditor/Game.ini.
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As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 16 separate beta builds! Especially in the case of an engine update, a lot of in-depth testing by beta testers is absolutely invaluable. If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 450 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord :)
There's also a cyubeVR subreddit available on Reddit, if you're active on Reddit, make sure to subscribe to it and maybe post some great screenshots there!
Also, don't forget there's an official roadmap with voting features.
Looking forward to hearing what you think about the new update :) Upcoming for the next update is support for finger tracking of Knuckles / Valve Index Controllers!
Cheers!
Happy Easter everyone!
This easter, there's a special event in cyubeVR: Bunnies have hidden easter eggs all over your world, so you can go looking for easter eggs in VR! Here's a video explaining the feature and where you can find the easter eggs :)
https://www.youtube.com/watch?v=P004XLso4q8
This feature had been hidden in Update 29, so you don't need to download any new update for this.
Cheers!
Hey everyone, Update 29 for cyubeVR is live!
This is an update primarily focused on fixing multiple bugs that have been found and reported in the last few days. The game should always be almost bug-free, so when bugs are found, they are immediately fixed before anything else is worked on. This update also makes it significantly faster to find all the recipes in the game, and adds an awesome new camera smoothing feature to the High-Res Video Capture Mode.
Just 4 days ago, Update 28 was released. If you haven't seen that one yet, you can read through the announcement post here:
https://steamcommunity.com/games/619500/announcements/detail/1783897610480980929
As usual, here is a very quick overview of the things changed in Update 29, with some more details below:
- Added awesome camera smoothing feature to the high res video capture mode, allowing for very smooth video captures
- When collecting a recipe, duplicates will now change the type to a different recipe instead of despawning
- Fixed torch sounds sometimes not working
- Fixed birds being invisible sometimes due to spawning at incorrect location
- Fixed music sometimes not playing
- Slightly increased minimum height for high-up flying birds
- Fixed weird artifacts that could sometimes happen at various locations on light processed wood texture
- Fixed potential double item spawn when destroyed with 2 tools at the exact same time
- Fixed saving/loading of day/night length sliders
- Fixed bug that sometimes made it impossible to move chairs or chests
- Fixed green glow around attached blocks that are valid crafting recipe sometimes disappearing or flickering
- Fixed blocks not playing "scale down" animation sometimes when adding to bucket
Smoothing for the High Res Video Capture Mode
There's now an awesome smoothing mode for high res video capture! Two new ini settings have been added to the game:
UseSmoothingForVideoCapture=1
SmoothingSpeed=0.500000
When this new smoothing mode is enabled, the camera on the monitor will not just be where your head is, instead it will smoothly fade towards your head location. This gives it a gimbal-like appearance which is awesome for capturing some nice scenes in the game. The SmoothingSpeed variable allows you to specify how quickly the virtual camera will move.
Here's an example video of a beta tester who used the new smoothing to capture this video:
https://www.youtube.com/watch?v=TM89C980vqI
Adjusted recipe spawn behavior
Previously, if you collected a recipe of some type, all duplicates of that recipe would despawn, which resulted in the chance to find a new recipe greatly decreasing when you almost found all existing recipes already. Now, duplicates will no longer despawn, and instead they are updated to represent a different recipe.
This change makes the time it takes to find a new recipe roughly stay constant, which makes it feel significantly easier to find the last few recipes.
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As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 4 separate beta builds! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 400 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
There's also a cyubeVR subreddit available on Reddit, if you're active on Reddit, make sure to subscribe to it and maybe post some great screenshots there!
Also, don't forget there's an official roadmap with voting features.
Looking forward to hearing what you think about the new update :)
Cheers!
Hey everyone, Update 28 for cyubeVR is live!
As usual, here is a very quick overview of the things changed in this update, with more details below. Actually, the "quick overview" has never been as long as this time, there's a lot of changes!
- Added Rainbow Flowers, Rainbow Dye and Rainbow Torches
- Added alternative control method with snap-turning, smooth-turning, and touchpad/thumbstick locomotion
- Added settings for snap-turning
- Added system for changing colors of existing torches
- Added way better looking new model for the stick tool
- Added preparation for currently still secret feature
- Added white dye that can be collected from white flowers
- Added text in UI that tells you which world format the chunk you are standing on was generated with
- Added in-game setting for screenshot resolution to switch between 4K and 8K
- Modified flagstone recipe to now result in 28 flagstone blocks, instead of 16 blocks previously
- Added controls for time of day when using the high-res video capture mode
- Added new torch models and modified torch placement to make it possible to place torches on the floor/ceiling
- Increased radius of dynamic hand-held torchlight by 90%
- Added setting for enabling/disabling black fade on teleport, and changed default to disabled
- Changed look of preview torches to be more opaque and easier to see
- Adjusted arrow trace particles to only stop when the arrow hits something
- Adjusted recipe order in crafting recipe overview
- Fixed bugs related to controls on oculus touch controllers and WMR controllers
- Fixed deer blood being rendered on top of controller models
- Fixed aurora speed (was too fast)
- Fixed inventory bug that could happen when dragging items into the chest
- Fixed bug that could happen when destroying wood scaffolding with an arrow next to a chunk border
- Fixed crash that could happen while moving blocks
- Fixed potential crash in UI rendering code
- Fixed crash that could happen when removing a block on a chunk border next to a torch
Rainbow Flowers, Rainbow Dye, and Rainbow Torches
https://stonebrickstudios.com/cyubevr/SteamAnnouncements/RainbowTorches.webm?v=1
There are now rainbow flowers that give you rainbow dye which you can use to craft rainbow torches! The torches do constantly and smoothly switch between all available colors.
Rainbow flowers are quite rare - rarer than green or blue flowers! Rainbow flowers are now the rarest type of flower in the game. You won't often see them, and if you do, you probably want to pick them up!
The rainbow torches really show how good and versatile the code for the custom voxel lighting in the game is - not only can it do colored torches, which is already something that you don't find in many other voxel games, but even animated rainbow torches work! This is exciting! :)
Alternative control method
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/4f1d0da1bc74b718e19d1f7b1afce895028ab81a.jpg
There's an alternative control method now that allows for snap-turning, smooth-turning and touchpad/thumbstick locomotion!
In the settings, there's a new setting called "Alternative Move/Turn". This new setting is disabled by default. If you enable it, the left menu button now acts as a switch for switching the left touchpad/thumbstick between the button-functions it has, to acting as a thumbstick/touchpad for turning and movement.
When the left touchpad/thumbstick is in that turn/movement mode, swiping left/right on it will cause snap or smooth turning. Pressing and holding it will cause smooth locomotion.
There's also a new setting added that allows you to switch between 22.5° snap turning, 45° snap turning and smooth turning.
Placing torches on floor and ceiling
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/24a93f74e1071387ae00d792ae2d618a7d62782a.jpg
It's now possible to place torches on the floor and also the ceiling!
Previously, you could only place torches on the wall - not anymore. It's the same torch item that you place, but torches placed on the ground or ceiling look a bit different than torches placed on the wall. Torches placed on the ground and ceiling look great and are a great way to give your interior a more interesting look.
In-game setting for screenshot resolution
Ever since Update 9, cyubeVR had an awesome 8K screenshot feature that you can trigger by holding both teleport buttons for 2 seconds. You can now choose if screenshots are done in 4K or in 8K resolution! The default is still 8K, same like before, just that now you can decrease it to 4K if you want. When set to 4K, screenshots are obviously at a lower res, but they are also taken pretty much instantly and don't freeze the game for multiple seconds, so it's a bit more convenient. Also, the file size for 4K screenshots is less.
New model for stick tool
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/47f4661dbc5a929df37f3a0eb3556dec9bf9500a.jpg
The stick tool now looks way better!
I once read the old stick looked too much like a pool noodle, and that probably had some truth. It was indeed not the best looking stick, so it had to change! The new stick tool is an awesome 8K photogrammetry model with crazy detail and significantly more interesting looking than the old one. Enjoy!
White dye
Previously, the white flowers were the only flowers you couldn't collect any dye from - that was a bit hard to understand, so now you can collect white dye too! Crafting a torch with white dye is a valid crafting recipe, but it just results in a regular torch, same as if you would not add the white dye.
Change colors of existing, placed torches
You can now change colors of existing, placed torches by touching the torch with a dye!
So, for example, you can now place a regular torch, grab a rainbow dye, touch the torch with that dye and the regular torch will turn into a rainbow torch. When doing that, the dye disappears. Touching a torch with a white dye turns it into a regular torch.
See chunk generation format in settings UI
When you open the settings and scroll down, after the last setting the game will now tell you which world format the chunk you are standing on was generated with. This is helpful to see if a chunk you are standing on has some new stuff (like ore, or flowers) that was only added in some recent version of the game. For example, rainbow flowers you will only find on chunks that are world format 24 or above.
Time of Day controls for high res video capture mode
In Update 24, a great high-res video capture mode was added to the game:
https://steamcommunity.com/games/619500/announcements/detail/1714079766550841115
When the high res video capture mode is enabled, you can now move time of day backward/forward by pressing the left and right arrow keys on the keyboard. This allows you to easily set up the exact shot you want, without having to wait for the sun to move to where you want to have it.
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As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 12 separate beta builds! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
The screenshots above are taken in a world of Koi, one of the beta testers, you can follow him playing the game here on his youtube channel:
https://www.youtube.com/watch?v=GM8k4IzB5E0
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 400 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
There's also a cyubeVR subreddit available on Reddit, if you're active on Reddit, make sure to subscribe to it and maybe post some great screenshots there!
Also, don't forget there's an official roadmap with voting features.
Looking forward to hearing what you think about the new update :)
Cheers!
Hey everyone!
Update 27 is live, adding independent settings for the length of day and night, a setting for saturation, a way to individually reset every setting to the default value, a great new texture for light processed wood and many important fixes!
As usual, here is a very quick overview of the things changed in this update, with more details below:
- Added settings for length of day and night
- Added setting for saturation (especially useful on WMR headsets)
- Added reset button next to every setting in the settings. It allows you to individually reset every setting to its default value.
- Added new texture for light processed wood
- Fixed sledgehammer not causing damage on wallstone
- Made sledgehammer also cause damage on all types of wood. It makes sense that a hammer can't only be used to destroy stone, but also wood!
- Fixed texture of blue and green flowers. The texture for them was broken, resulting in them having the same texture like regular grass.
- Made picture frame brighter in torch light
- Further reduced SSAO by 35% on "Off" and "Low" bloom
- Fixed rain sounds. The rain sound was broken since Update 26.
- Fixed cloud movement speed being significantly too fast
- Fixed text box in inventory always saying "Processed Wood (Light)", even while being in settings
- Fixed block movement breaking after mesh object placement mode has been selected (like chest)
- Fixed evil bug that caused game to crash when loading any world with a sledgehammer existing anywhere in the world (e.g. on a wall mount)
- Fixed potential crash
Day/Night length settings
By default, day in the game is roughly 5 times longer than night. This is a good default, but you might prefer a different distribution for this, so now you can have that! You can make day and night both very long, both very short, or make one very short and the other one long or any other combination.
So these settings don't just allow you to change the relative distrubution of day/night, but also wjat is the full length of the day/night cycle.
Reset button next to all settings
There previously was no way to know what the default of a setting was after you changed it, now there is! This was added now because it would likely have been very hard otherwise to get back to the exact defaults for the day/night length settings.
Saturation setting
This is a very simple setting that allows you to modify the saturation of the game - either you want to modify this due to personal preference, or you might want to make the game in LCD VR headsets look more similar to naturally more saturated headsets with OLED displays. I think I've read multiple times that WMR users like to have saturation settings, and it definitely doesn't hurt to have a setting for this!
New texture for light processed wood
As shown in the screenshot on the very top of this announcement, there is a new texture for light processed wood! I couldn't stand the old texture any more, it was too ugly and totally not 8K. New one looks much better and so much more high res! You'll now bump your nose against the wall before seeing any pixels of that texture. That's how textures should be!
-----------------
As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 7 separate beta builds! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 400 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
Also, don't forget there's an official roadmap with voting features!
Looking forward to hearing what you think about the new update :)
Cheers!
Hey everyone!
Update 26 is live, adding a great copper sledgehammer tool which causes a lot of area damage, a new block-move feature that allows you to move any blocks you placed even after they are placed, and a lot of significant optimizations, bugfixes, and other improvements!
As usual, here is a very quick overview of the things changed in this update, with more details below:
- Added copper sledgehammer
- Made it possible to move blocks after they have been placed
- Optimized how destroying blocks is handled internally
- Improved when "can't modify world yet" warning is shown
- Fixed snow on chest, deer, and rabbits not being occluded correctly when indoors
- Increased delay between damaging blocks and "self-healing" for block starting
- Made self-healing process of blocks slower
- Optimized navigation code
- Optimized generation of instant loading files
- Optimized deer and rabbits, nice CPU time reduction every frame
- Other general performance optimizations
- Fixed location of attachment points of nugget items
- Fixed snow or rain appearing in caves sometimes
- Adjusted out of focus warning to more exactly mention in which ini it can be disabled
- Adjusted min spec warning in main menu to not detect i5 8th or 9th Gen as below min spec
Copper Sledgehammer
https://stonebrickstudios.com/cyubevr/SteamAnnouncements/KroySledgehammerExampleNoAudio.webm?v=1
(This is a gif made from this Twitch Clip, from a stream of Kroy testing the sledgehammer in the cyubeVR beta build)
There's now a Copper Sledgehammer in the game! It's a nice, big sledgehammer. It very quickly breaks all hard blocks like stone or ores with a lot of area damage, so every hit will damage up to 25 blocks at once, with damage getting less the further away a block is from the block you hit. Using the copper sledgehammer is a lot of fun!
The sledgehammer causes a lot of damage and is great for quickly clearing a big area - the blocks it breaks drop significantly fewer items though compared to mining them with a stone or copper pickaxe, so for efficiently mining a lot of resources it's not very useful.
Since damaging so many blocks at once is quite different to the previous tools that only ever damaged one block, the block damage system also had to be optimized quite a lot. These optimizations benefit all tools in the game and will be especially useful for all things in the future that will cause area damage on blocks.
One change you will notice with all tools is that the delay between you damaging a block and it starting to "heal" itself is twice as long now compared to before, and the "healing" process is also taking twice the time until it's done. So, damaged blocks stay damaged significantly longer than before.
The sledgehammer crafting recipe is now the biggest recipe in the game, requiring 35 items. Go search for it now! :)
Move blocks after they are placed
https://stonebrickstudios.com/cyubevr/SteamAnnouncements/BlockMove.webm?v=1
You can now move existing blocks!
With the block place mode selected, when the front of the place tool is inside of a block and you hold the trigger button, you can move that block now.
Previously, if you were building something and you accidentally placed a block at an incorrect location, you had to switch to the "tool" mode, select the correct tool, destroy the block, collect it, select the place mode again and place the block at the correct location. This whole process is no longer needed now, you never need to switch away from the block place mode! You can keep the place mode active and just move the block to the correct location, and then keep building.
Moving blocks only works with blocks that were placed by the player, that prevents that you could take an ore block and "move" it across the whole world - you can move every block that you manually placed.
I'm quite excited about this, it really feels great to move blocks around. Try it out yourself!
Improved feel of block destruction
Previously, only when you fully destroyed a block the visual representation you see was updated, so depending on how fast and busy your CPU was, it could happen that a block stayed visible for something like 0.1, 0.2 or 0.3 seconds after you already destroyed it. That didn't feel as good as it could.
Now it's changed so that once you damage a block, the chunk is updated already internally, while you still see a temporary representation of the damaged block. Once you finished destroying the block, which is likely at least half a second later, only that temporary representation of the block disappears, and the actual chunk has already had the block removed, which means the block will disappear instantly (the exact frame you destroyed it). Even if you're running the game on a way too slow CPU like an i3, or having Prime95 run in the background, destroying blocks should feel completely instant now! It was actually quite some work to get that working nicely.
One side effect of this is that once you damage a block, it will look slightly different (slightly brighter) compared to when it's undamaged. Before, the damaged block only had the damage texture applied, now the whole block also has a slightly brighter color.
Optimizations
This is an update that (again) improves performance in general. From time to time, it's good to spend a bit of time on performance! Some things were sped up very significantly:
- Optimized one function in the UE4 source code responsible for AI navigation, causing hitches from time to time. The code in there was not ideal, so it was possible to make it 13 times quicker
- Made Chunk LOD generation twice as fast by optimizing memory access pattern (meaning, more cache friendly code)
- Hugely optimized generation of instant loading chunk mesh files, it's 4400% faster now while resulting in same file sizes
- Significantly optimized deer and rabbits, this results in some nice CPU time reduction every frame
- Other small optimizations
-----------------
As usual, thanks very much to our great beta testers in the official cyubeVR discord who tested this update as part of 7 separate beta builds and made sure possible bugs are were fixed before this update gets released in the stable branch! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 390 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
Also, don't forget there's an official roadmap with voting features!
Looking forward to hearing what you think about the new update :)
Cheers!
Hey everyone!
Update 25 is live, adding most importantly dynamic weather, including snow and rain! Also, it's cyubeVRs 1st birthday today, so you can expect to see some nice birthday hats. There's a lot of other things added or improved in this update, so keep reading!
As usual, here is a very quick overview of the things changed in this update, with more details below:
- Added dynamic weather system
- Added new weather: Rain
- Added new weather: Snow
- Added weather settings
- Added best feature ever: You can grab bunnies now. Then they're fidgeting. You can carry them around!
- Added birthday hats to deer and rabbits, only on 26th and 27th January
- Added graphics setting for Antialiasing Strength
- Improved functionality of resolution slider in the graphics settings
- Improved feeling of tool physics
- Adjusted 8K screenshots to take second screenshot at "Low" bloom instead of "Medium"
- Made getting wood from tree with stick more predictable, exactly every 6th hit will now spawn a wood item
- Improved various rendering related things that made cyubeVR not work on Pimax
- Added a small, second needle to the compass that shows you your elevation
- Fixed issue that caused recipes to not show up correctly for some people using Windows 7 or Windows 8
- General performance optimizations
Dynamic weather system
There's now a system for dynamic weather changes in the game. The weather will smoothly change between normal, snow and rain. If you dislike some weather, you can actually disable it in the settings menu of the game - there are settings for both rain and snow, you can set either of them to "Always", "Natural", or "Never". So you can easily say you want it to constantly snow while it's winter, or never rain.
Snow
https://stonebrickstudios.com/cyubevr/SteamAnnouncements/SnowLoop.webm?v=1
Yay! It's winter! There's snow now!
Snow is white stuff slowly falling from the sky. No one knows where it comes from. But it's white! And it looks great!
The longer it snows, the more white the landscape will become, and it's not just the landscape! The animals will be white, the trees will be white, everything will be white! Of course, snow is only outside, in your house or in caves there will be no snow.
You should keep bloom at low, otherwise you'll probably die from blindness, as snow is pretty white.
The world feels completely different with snow, it feels like winter. Great winter atmosphere! Best winter atmosphere! It's winter! I'm very excited about snow!
Rain
https://stonebrickstudios.com/cyubevr/SteamAnnouncements/RainLoop.webm?v=1
There's Rain now!
Rain is wet water falling from the sky. Rain causes splashes on the ground, and the ground becomes wet. Really wet. Rain sounds like rain. If you have a roof over your head, rain will stay outside!
The rain sound is nicely 3D - if you're in a building with one opening to outside, you will hear the rain sound coming from exactly that opening. That feels very realistic.
Since rain falls from the sky, the sky will look different when it rains. The sky will be very cloudy, and the clouds don't let as much light through as without clouds. That means it will get darker, even during the day. Also, clouds absorb certain wavelengths of light more than others - which means the light that reaches the ground has a colder color temperature. That's also the case for snow!
And rain comes with wind! Wind is moving air, and moving air collides with trees - wind movement of trees is significantly stronger when it rains!
While it's raining, you can actually end up in the rain clouds of you are somewhere high up on a mountain - the higher your elevation is, the foggier it becomes. You'll have the clearest view in valleys.
Birthday Hats
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/8b46996dfed9579b7102306632e219c282182fe7.jpg
Today, it's cyubeVRs 1st birthday! Depending on timezone, the game came out either on 26th or 27th of January 2018. We need to celebrate this in the game! This is why all deer and rabbits will wear birthday hats on the 26th and 27th of every year now. They are happy about the game's birthday :)
Grabbing Bunnies
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31813012/5426cd4c1d4b33780248f2f844c69d498f1e4df8.gif
This is really the best feature ever. Well, no, snow is better. But this is so much fun!
You can now grab bunnies with the hand and lift them up. Then they're fidgeting. You get haptic feedback from the bunnies! You can carry them around. Maybe they don't like it? Or maybe they like it. No one knows! You can also grab a dead bunny. Those are not fidgeting. They are dead. Because you killed them. And those have realistic ragdoll physics! So you can throw them around and have fun with them :) Or you keep them alive and enjoy the fidgeting. Alive bunnies are better than dead bunnies!
Setting for antialiasing strength
There's a graphics setting for Antialiasing Strength now. It's a slider that allows you to choose between strong AA, which results in a more "stable" image that has less flickering, but looks more blurry, and on the opposite end an image with little AA that has flickering around edges, but also significantly sharper.
Lessened rendering issues on Pimax
There have been some low-level rendering changes to make cyubeVR work better on the Pimax 8K/5K+ headsets. It's still not fully working, but at Small FOV, the game should be perfectly playable now, which is a big improvement already. Still working on making it work better on Normal and large FOV, unfortunately having to wait for one bug in UE4 to be fixed for that.
Getting wood from trees using the stick
Previously, when you hit a tree with the "stick" tool, a piece of wood spawned with a probability of 1/12. Now, I changed it so that exactly every 6th strong enough hit will spawn a piece of wood. Based on peoples reactions in videos, it seems the system with the probability was quite confusing to some people, since having it based on chance, it was a possibility that you could hit a tree 50 times and still not get anything, which would feel like the game is not working correctly. That's why it was adjusted now to feel completely predictable instead.
Added elevation needle to compass
There's a second small needle in the lid of the compass now which shows the elevation you are at. It moves between 0 and 800 (that's the max block height in the game). Now you can know how high you are!
-----------------
This update has slowly grown in the beta branch of the game for a long time already, in a total of 13 beta builds. As usual, thanks very much to our great beta testers in the official cyubeVR discord who test new features and make sure possible new bugs are always fixed before an update gets released in the stable branch! If you also want to test new features earlier when they come out in the beta branch, make sure to join the discord and take a look at the #beta-build-patch-notes and #beta-build-discussion channel!
That's all for today! Thanks for caring about the game and as usual, make sure to report all issues you see and give me as much feedback as possible in the official forums or the official discord server, join it before its full ;) We're more than 370 people strong there already, come and join us! If you don't like something about the game, tell me there and I'll try to improve it! I'm available to chat with anyone in discord.
If you like the game, don't forget to tell other people about it and write a review on Steam if you haven't done that already, even if its just a few words. Writing a review and spreading the word is the easiest way you can support the game!
Also, don't forgot there's an official roadmap with voting features now!
Looking forward to hearing what you think about the new update :)
Cheers!
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Uploaded Feb 17, 2024
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