Install Steam
sign in
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem



Every people who get the game at this time will be contacted and get special rewards, like having his name in the credits.
The creation date is completely useless. I ckecked original data to be sure, but the csv data sent by Humble Bundle are really those numbers. They correspond to the "minutes, seconds, and tens of seconds" when the order was created, instead of the full date (year, month, day, hour, minute, etc).
Alpha - 132 backers
Advanced features - 40 backers
Name a nanomachine - 8 backers
I really liked designing those reward panels, using Inkscape
Back in the day, it was an ad to vote for the game on Greenlight. Now that I look at it, I see that some icons are not clear (like already done), and that there is no way to actually say "no" or "don't bother me again".
Currently, the ending gold cutscenes is entirely done.
The offline cache is really old, as it dates from 2016 October 4th. I replaced it with a recent version.
With this new cached file, offline results are far much better!
I am using WhatsApp on Windows
On the last 12 months, there is an average of 14.17 different players every month!
Players have found 6604 distinct solutions over the years!
I think that over time, a bigger amount of players does not necessarily create a bigger amount of solutions found (we can see that around 2021 and 2022 the number of solutions does not become really bigger).
And here is a gif showing all levels of the game to see how many times they are finished per month, from start to finish:
Some new chapters have been inserted later (50 levels) 2018, hence the left part of the chart not having any data sometimes.
From one the first set of data, I get some info I can clean. Lot of data are from saves and development.
So I want to keep only real data.
I intend to publish the TODO list (or a simplified version) later, with a percentage estimate of the completion of the rest of the game.
It works very well to take less size, but it makes everything else more complicated (like export and import).
The database dump is in MySQL format. But the game database uses the SQLite format, and it needs a conversion. Years ago, I made a simple Ruby script to convert MySQL to SQLite, by removing non working stuff, and replacing a few words and characters. Now I want to do it correctly by using a good tool, and I see that this is a complex process, usually involving bash scripts (with the .sh extension), running on CygWin or WSL (Windows Subsystem for Linux). CygWin and WSL are complete environment taking easily from 800 Mb to several Gb of data, just to run the most simple script.
A few lines of code later, it is fixed:
Then I just have to commit / save the new version of the code. By the way, I am using a simple git GitHub Desktop
What struck me the most on the title screen is the "alpha" on the title. Yes, the game is still on alpha, after all those years, despite being 99% finished.
God is a Cube was presented at the press event Pop Culture Days in Paris, where only journalists and influencers were allowed.
This is me, Marc Kruzik. I'm making the game.
Every journalist got a lot of goodies
Loading
