Cube World

Cube World

Katelyn K. Jun 6, 2022 @ 2:43am
so, i started to play the alpha again
and honestly, i don't know what you guys have been smoking but the 2019 version is way superior to the alpha, even with almost half the artifact bonuses not working.

i mean, don't get me wrong, it is a good show of concept (well, it is an alpha duh), but all the people saying the alpha was way better are probably talking not about the actual alpha, but a game they made up in their heads based in their high expectations.

so, why did i start up the alpha then?
i did that to compare both versions since people almost gaslit me into believing the alpha were actually the better game.

from looks to user interface to content, the 2019 version obliterates the alpha.
the 2019 version has some huge flaws like the above mentioned thing about some of the artifact bonuses not working at all and some other bugs like quest related mobs spawning in inaccesible underground caverns (happens rarely, but sadly does happen).
the item customization is kinda disappointing as is the absence of varied dungeon designs.
still, just compared to the alpha version, it's just way better.
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Showing 1-7 of 7 comments
Hunion Jun 6, 2022 @ 5:53am 
eh honestly i rather have the leveling up be a thing (apparently wollay is working on that) but i cant get the alpha anymore so im just stuck with the 2019 version but modded to make it more enjoyable
PKArtKat Jun 7, 2022 @ 8:34am 
Honestly i agree. i myself never got to try the alpha back in the day but after searching around and finding it i have tried it myself. While i can see some things from it that i kinda wish were still around i think the release is a significant improvement.
Xilo The Odd Jun 7, 2022 @ 8:27pm 
the alpha had its issues, but again, it WAS an alpha.

the state it was in then as an early incomplete stage of development, to call this version complete is laughable.

current version: killed crafting, did away with any real gear progression being meaningful even + gear is a dumb idea as it is currently implemented, skill progression feels cut back for a game banking on an infinite curve of progression... the very least with the alpha going from 1 region to the next didnt change your stat variables on your gear, the region was just harder.
gamingtruble.3 Jun 9, 2022 @ 11:30am 
The alpha was more straight forward, and had a smother combat system (berserker warrior feels better in 2019 version tho).

In alpha the infinite scaling complemented your skill, but didn't take away from it.

Take the ninja for example:

Alpha ninja was a fast, smooth killing machine, with a dodge mechanic being the bread and water. You could lvl 1 kill a skull bull with perfect timing of dodge, and you could say no to any fall damage by backflipping mid air. Precision was key with the class, all the classes were about timing and knowledge of self and enemy.

For me when I played ninja, group attacks were creative ambushes, taking out specific enemies first, then escaping the heat for some healing, then following up by a new engage.

A boss fight would be about timing, knowing the enemies moves, and making sure I didn't have to chug potions, or be reckless enough to kill them quickly against bosses that scaled to hard for me to fight them over time (some spawned multiple copies etc).


The 2019 ninja cannot take on stronger enemies in the same way. I admit it fits the nature of the new cubeworld better, but it's not as fun. You're in a bit of an awkward spot, as your best attacks are continues throwing, but you're always switching mode, and you can still dodge with special attacks with a way smaller window.

The only thing that really bother me now, is my close range damage. ranged should be nerfed a little, and close range should matter just as much. That way I can get some use out of my fist weapons speed, while having the option to not fight a warrior like class with spinning abilities up in its face... I could also go assassin, but I actually like the jumps too much to do that XD
Last edited by gamingtruble.3; Jun 9, 2022 @ 11:33am
MycroftCanadaNS Jun 13, 2022 @ 3:59pm 
I think what folks are speaking about OP is that there are key components in the game many people really enjoyed, and which made Cube World a very unique experience.

This version of the game lacks what was shown just not as a working concept but a real strong base to build from which is why many people feel like they have been presented with a bait, and switch by Wollay.

I'm not saying that this is what Wollay has done here. He reworked the game from the ground up, and I believe Wollay was doing what he thought was the right thing to do.

I like both really. I mean there are so many things in the original 2013 concept which didn't cripple you when going from one region, and to another, the fog of exploration, and last of all the graphics, and the way small towns were arranged by districts.

I suggested that the 2013 version be released via the beta branch, and allow that version to be modded alongside this version of the game.

All in all though, this current version of the game is crippled, and stripped of what made the original version feel, and look unique BUT, with mods being worked on have really began to open up the game more, and have added features which the game really needed.

The crazy thing here is Cube World even though it does lack the original charm, and feel it is still a really unique, and special game.

I have played most of my gaming life RPG's, and you know what, there are games which are just games, others not bad, but few are special.

Cube World to me is a very special game, very unique game at that. I can't put my finger on what makes this game so special but you know it when you play it, and Cube World is special.

I don't expect Wollay to return, and to be honest I wouldn't blame him. I hope that modders will keep working on the game.

Anyway, I am really enjoying the game, and I happen to use two mods which I do suggest you all pick up. They do make the game much better.

@OP: I agree with you.
Last edited by MycroftCanadaNS; Jun 13, 2022 @ 4:02pm
Mharr Jun 14, 2022 @ 3:59am 
Just compare the dungeons. They both generate random dungeons in a few different styles and a fairly limited seen-one-seen-them-all scope, but release dungeons are a single linear path with rooms full of statues that only activate when you damage them or walk right up to their faces, where alpha dungeons are complex 3d mazes full of mechanical traps, wandering patrols and varied groups of range, melee and support NPCs.

The biggest thing lost in the release version to my mind is procedural variety. Every encounter, quest or otherwise, is just twelve of the same guy in a big pile with maybe a bigger miniboss version or some monster generators, then there's a quarter mile gap of sterile landscape between that and the next thing. It never mixes generation together and creates unique dynamic challenges. The alpha did that.

Also you could level up the glider and make it actually fun to fly.
MycroftCanadaNS Jun 14, 2022 @ 12:35pm 
Originally posted by Mharr:
Just compare the dungeons. They both generate random dungeons in a few different styles and a fairly limited seen-one-seen-them-all scope, but release dungeons are a single linear path with rooms full of statues that only activate when you damage them or walk right up to their faces, where alpha dungeons are complex 3d mazes full of mechanical traps, wandering patrols and varied groups of range, melee and support NPCs.

The biggest thing lost in the release version to my mind is procedural variety. Every encounter, quest or otherwise, is just twelve of the same guy in a big pile with maybe a bigger miniboss version or some monster generators, then there's a quarter mile gap of sterile landscape between that and the next thing. It never mixes generation together and creates unique dynamic challenges. The alpha did that.

Also you could level up the glider and make it actually fun to fly.

:steamthumbsup:

Well said.
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