Building CUBELANDS for Steam: an early alpha generated from cubes
I’m building CUBELANDS, an early-alpha third-person open-world action-adventure planned for Steam.
Every character, tree, weapon, village, ruin and boss is made from cubes at runtime. There are no imported meshes and no imported animation clips. The project uses Three.js, TypeScript, Vite and Tauri.
The constraint became the art direction
“Everything is procedural” began as a technical rule, but it became the game’s visual language. A seed determines more than tree placement: it shapes terrain, settlements, cultures, encounters, characters, equipment and major boss silhouettes.








