A Game of Cubes — Devblog

Latest development updates, tuning notes, and world progress logs.

This page shows player-facing updates. Internal / technical notes are kept in the PrivateHub Wiki. Public dev posts live at AGameOfCubes (public).

January 13, 2026 12:00 PM UK

The Realm Grows Wilder

Todays focus was on reshaping the world itself. No new systems, no balance changes just making the realm feel larger, harsher, and more worthy of the stories its meant to hold.

The goal is simple: distance should matter, structures should feel monumental, and the Nether should be something you actually fear.

The world should feel vast enough to get lost in and dangerous enough to earn your survival.
Adjusted biome size, structure scale, and Nether dimensions to reinforce exploration, risk, and long-distance travel.
October 30, 2025 • 6:47 PM UK

Faster Updates, Cleaner Deploys

Today was a “tools and polish” day. We tightened up the way the website and the Minecraft server receive updates, so small changes can be shipped much faster.

This doesn’t change gameplay directly, but it means you’ll see more frequent, smaller updates instead of giant drops.

More frequent, smaller updates help us move faster and keep you in the loop.
Refined publish → deploy → notify flow. Separated public updates from internal notes to keep this page player-friendly.
October 28, 2025 • 10:30 PM UK

Party Commands & Group Play

The new party system is now live — team up, share adventures, and travel together across the world.

Invites expire after 2 minutes. Leadership transfers automatically if the leader leaves.

Parties persist briefly after logout so you can reconnect without rebuilding your group.
Reworked chat and invite flow; clearer status messages for leaders.
October 27, 2025 • 7:00 PM UK

Back to the Core RPG Spirit

After much internal debating, we’re bringing the server back to an early-RPG feel — the era of Baldur’s Gate, Ultima, Lineage, Guild Wars, early WoW, and even that “hard but worth it” feeling from EVE Online.

That means: fewer forced visual effects, more focus on the adventure and on the people you play with.

“Early RPGs were about the story and the people, not just the particles.”
World renamed, first dungeon layout planned, hub rebuild in progress.