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*ContinuingIsPainful: While you lose nothing for dying, getting killed will cause all enemies to regain their health to full. This also applies in multiplayer if everyone is killed at the same time.
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* RegeneratingHealth: Your pets recover HP over time when they're not under attack, which is quite helpful since you don't have to worry about using your healing items on your pets.


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* TheComputerIsACheatingBastard: Enemies don't take damage from traps or large falls, yet you do. Enemies also have unlimited stamina, so they can climb walls without tiring.
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** A mob name colored in purple signifies that it's a boss character and will drop platinum coins when defeated.
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* ThreateningShark: The ocean biomes have dangerous sharks that will make quick work of you if you're not strong enough to take one on. There's also boss versions of sharks, which are bigger and purple.
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** Also played straight with your pets, which is [[TropesAreNotBad a very good thing]] since it would be incredibly annoying to lose pets forever due to death. A pet that dies will respawn a few seconds later.


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* HyperactiveMetabolism: Subverted. Eating food restores HP in a matter of seconds, but your character is forced to stay still to eat and eating leaves you open to enemy attacks. Drinking potions is the same way, except you can run around as you drink.


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** You can also attack animals that are just minding their business (crows, cows, pigs, horses, etc.), but doing so leads into...
* VideoGameCrueltyPunishment: Attacking neutral animals (health bar in green) will provoke them into attacking you.
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* EverythingsBetterWithBunnies: Bunnies randomly spawn and can be tamed as pets or [[VideoGameCrueltyPotential be killed for XP]], though they will fight back if you attack them.
* EverythingsCuterWithKittens: Like bunnies, cats appear in the game and can be tamed as a pet or be slaughtered for XP. Cats also fight back when attacked.


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* LevelUpFillUp: Leveling up fully restores your HP.


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* PowerUpMount: There are several animals you can ride for faster travel after taming them, ranging from the obvious (horses) to the weirdly cool (''crocodiles'').

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* ColourCodedForYourConvenience: Blue health bars mean Friendly mobs, Green means Neutral (will attack if attacked), and Red means Hostile. For mob names, Whites are much weaker than you, Blues are around your level, and Oranges are slightly above your level. Intense Red means the mob is much stronger than you.

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* {{Cap}}: Averted and played straight at the same time. You can level up indefinitely without any restriction. However, your Power level will never go above 100, though the stat only determines what kind of equipment you can wield. Player count is limited to 4 people, but it's subjected to change once the game goes out of the alpha state.
* ColourCodedForYourConvenience: Blue health bars mean Friendly mobs, Green means Neutral (will attack if attacked), and Red means Hostile. For mob names, Whites are much weaker than you, Blues are around your level, and Oranges are slightly above your level. Intense Red means the mob is much stronger than you. Dungeons are also colored on the world map in a similar manner.



* EarlyGameHell: Very much so. Early on, the things you can kill give only 1xp out of a 100 you need, and anything harder either destroys you or killing them takes so long you would have been better off finding 1xp monsters to kill. At higher levels (starting at around Lv5), the increase in xp gain from monsters you can kill is faster than the increase in xp you need for a level up, and you are also able to take down bosses for boatloads of xp.
* HollywoodDarkness: Completely averted. Midnights and deep caves are pitch black, and your default lamp only shines a small radius around you. Better lamps do shine brighter, though.
* InUniverseGameClock: Time in Cube World passes at 10x regular time. You can also talk to innkeepers in towns to automatically reset time to 7:00 am anytime in the day.

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* DungeonCrawling: Castles, pyramids, palaces, and other similar structures are filled with spike traps, enemies, confusing hallways, boss enemies, and treasures.
* EarlyGameHell: Very much so. Early on, the things you can kill give only 1xp out of a 100 you need, and anything harder either destroys you or killing them takes so long you would have been better off finding 1xp monsters to kill. At higher levels (starting at around Lv5), the increase in xp gain from monsters you can kill is faster than the increase in xp you need for a level up, and you are also able to take down bosses for boatloads of xp.
XP.
* [[EverythingFades Everything Dissolves]]: All entities and objects that are killed/destroyed collapse into tiny blocks before fading out.
* HealingPotion: Comes in two flavors, which are Life Potions and Cactus Potions. Life Potions need a Heartflower and a Water Flask to be created while Cactus Potions require a Prickly Pear and a Glass Flask, which is a good alternative to the Life Potion if you don't have water nearby. Both potions recover a good chunk of HP and can restore a lot more once you can make stronger versions.
* HollywoodDarkness: Completely averted. Midnights and deep caves are pitch black, and your default lamp only shines a small radius around you. Better lamps do shine brighter, though.
though. Having multiple players using their lanterns at the same time can also make your surroundings much brighter.
* InUniverseGameClock: Time in Cube World passes at 10x regular time.6 seconds for every second passed in real time. The game world's time goes 10 times faster while you sleep. You can also talk to innkeepers in towns to automatically reset time to 7:00 am anytime in the day.



* {{Knockback}}: Certain abilities can push enemies away from you, which is extremely handy if you can push enemies off a cliff. Powerful attacks can also knock enemies down and leave them dazed, though they can do the same thing to you.



* NotQuiteFlight: The Hang Glider item lets you glide in the air and slows your fall speed, but you'll lose stamina if you maintain your gliding. Crashing too hard into the ground or a wall will leave you dazed.



* RespawningEnemies: Enemies in the field will eventually respawn after some time has passed while enemies inside dungeons do not respawn until the time reaches midnight. Enemies also respawn if you relaunch a world.



* ShootTheMedicFirst: All humanoid enemies have the ability to heal through potions or healing spells, so your best bet is to either take them out quickly or use a powerful attack to stun them, interrupting their healing.



* ThereAreNoBedsheets: Not only that, your character sleeps facing down, with his/her weaponry still on his/her back. WordOfGod says it's because people in CubeWorld are unable to close their eyes.

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* SoftWater: You will negate all fall damage if you fall in a pool of water deep enough to submerge you.
* SuperNotDrowningSkills: Everyone can swim in water and no one actually drowns.
* ThereAreNoBedsheets: Not only that, your character sleeps facing down, with his/her weaponry still on his/her back. WordOfGod says it's because people in CubeWorld Cube World are unable to close their eyes.
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* DeathIsASlapOnTheWrist: Currently in Alpha, dying means you respawn at a respawn point relatively near to your location, without losing anything.
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* SceneryPorn: The randomly generated world has the potential for quite a beautiful landscape.

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* SceneryPorn: The randomly generated world has the potential for quite a [[http://img825.imageshack.us/img825/4914/p7uj.png beautiful landscape.]]
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* EarlyGameHell: Very much so. Early on, the things you can kill give only 1xp out of a 100 you need, and anything harder either destroys you or killing them takes so long you would have been better off finding 1xp monsters to kill. At higher levels (starting at around Lv5), the increase in xp gain from monsters you can kill is faster than the increase in xp you need for a level up, and you are also able to take down bosses for boatloads of xp.
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* InUniverseGameClock: Time in Cube World passes at 10x regular time. You can also talk to innkeepers in towns to automatically reset time to 7:00 am anytime in the day.
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* NPCScheduling: Discussed by Wollay [[http://wollay.blogspot.com/2012/12/cube-world-ai.html here]]. When you get close to one, he or she will stop walking to stare at you, though.
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* VideoGamePerversityPotential: You can add up to 32 cubes onto each weapon to upgrade them while customizing their look. No guesses to what people have come up with.

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* VideoGamePerversityPotential: You can add up to 32 cubes onto each weapon to upgrade them while customizing their look. No guesses to prizes for guessing what people have come up with.
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* RespawnPoint: There are angel statues around the world, and when you die, you randomly respawn in one close to it, though usually not the closest one to prevent hostiles from SpawnCamping you.


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* VideoGameCrueltyPotential: Peaceful adventurers or townspeople you can't normally attack? You can totally lure an ogre into their path, or for a more hands-on approach, lay down a bunch of bombs which can hurt them.
* VideoGamePerversityPotential: You can add up to 32 cubes onto each weapon to upgrade them while customizing their look. No guesses to what people have come up with.
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* SceneryPorn: The randomly generated world has the potential for quite a [[http://i209.photobucket.com/albums/bb311/zmanwarrior/WhatAView.png beautiful landscape.]]

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* SceneryPorn: The randomly generated world has the potential for quite a [[http://i209.photobucket.com/albums/bb311/zmanwarrior/WhatAView.png beautiful landscape.]]
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* SceneryPorn: The randomly generated world has the potential for quite a [[http://i209.photobucket.com/albums/bb311/zmanwarrior/WhatAView.png beautiful landscape.]]
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* Combo: There is a hit counter above your HP and MP, and increasing the counter will allow you to ignore some of your opponent's defense, allowing you to do more damage. The hit count resets when you miss an attack (for multi-hit attacks, only 1 hit has to be done to keep the combo going).
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* HollywoodDarkness: Completely averted. Midnights and deep caves are pitch black, and your default lamp only shines a small radius around you. Better lamps do shine brighter, though.
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* ColourCodedForYourConvenience: Blue health bars mean Friendly mobs, Green means Neutral (will attack if attacked), and Red means Hostile. For mob names, Whites are much weaker than you, Blues are around your level, and Oranges are slightly above your level. Intense Red means the mob is much stronger than you.
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* DoppelgangerAttack: Some bosses have the ability to summon clones of themselves, which have a lot less health but still hit relatively hard. Others can summon clones of ''you''.


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* SpinAttack: Warriors have this as their second skill, ogres are able to do this, and some bosses get this attack in two variations: a spin that lasts a long time but the boss stays still, and one where the boss spins and tries to rush and crash into you.
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* Diminishing Returns For Balance: Currently, skills have no point cap so you can put as much as you want in one, but the increases get smaller and smaller.

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* Diminishing Returns For Balance: DiminishingReturnsForBalance: Currently, skills have no point cap so you can put as much as you want in one, but the increases get smaller and smaller.
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* MoneySpider: Subverted, only hostile adventurers or ogres can drop money when killed, though normal monsters sometimes do drop [[ImpossibleItemDrop weapons and armor]], and possibly in the form of [[Squick leftovers]] that have to be identified in town.

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* MoneySpider: Subverted, only hostile adventurers or ogres can drop money when killed, though normal monsters sometimes do drop [[ImpossibleItemDrop weapons and armor]], and possibly in the form of [[Squick [[{{Squick}} leftovers]] that have to be identified in town.



* WelcomeToCorneria: NPCs usually have only one line and will talk about the most mundane things, though some do sometimes give helpful information, like what pet food tames which pet.

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* WelcomeToCorneria: NPCs [=NPCs=] usually have only one line and will talk about the most mundane things, though some do sometimes give helpful information, like what pet food tames which pet.
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* MoneySpider: Subverted, only adventurers or ogres can drop money, though they sometimes do drop [[ImpossibleItemDrop weapons and armor]], and possibly in the form of [[Squick leftovers ]]that have to be identified in town.

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* MoneySpider: Subverted, only hostile adventurers or ogres can drop money, money when killed, though they normal monsters sometimes do drop [[ImpossibleItemDrop weapons and armor]], and possibly in the form of [[Squick leftovers ]]that leftovers]] that have to be identified in town.
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* WelcomeToCorneria: NPCs usually have only one line and will talk about the most mundane things, though some do sometimes give helpful information, like what pet food tames which pet.
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* Diminishing Returns For Balance: Currently, skills have no point cap so you can put as much as you want in one, but the increases get smaller and smaller.
* ItemCrafting: The player can learn to craft basic equipment suited for their class and better food/potions when they level up, and crafting is done in towns while cooking is done in campfires in the wilderness. Potions can be made any time, but empty flasks have to be filled with water by entering the crafting tab while standing in water. Formulas can also be found in item shops or as loot drops, though you can't learn a formula for an equipment not for your class, or too high powered.
* KillerRabbit: Early on, squirrels and raccoons will rip your face off if you get too close to them. Period.
* MoneySpider: Subverted, only adventurers or ogres can drop money, though they sometimes do drop [[ImpossibleItemDrop weapons and armor]], and possibly in the form of [[Squick leftovers ]]that have to be identified in town.


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* RestingRecovery: You can sleep in inns in towns or sleeping mats in campfires in the wilderness, which will heal your HP up while making time pass quicker.
* ScratchDamage: Subverted. You can, in fact, do 0 damage if your opponent severely outclasses you, though creating a high hit-combo will allow your attacks to ignore some armor and do a little damage, eventually.
* ThereAreNoBedsheets: Not only that, your character sleeps facing down, with his/her weaponry still on his/her back. WordOfGod says it's because people in CubeWorld are unable to close their eyes.
* [[TwentyFourHourArmor Twenty Four Hour Weaponry]]: See above.
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* {{BFS}}: The Greatsword class weapon is usually bigger than the character that wields it. Longswords can also be longer than a person is tall.

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* {{BFS}}: The Greatsword class weapon for Warriors is usually bigger than the character that wields it. Longswords for Rouges can also be longer than a person is tall.person.

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* VirtualPaperDoll: Any piece of armor equipped will appear on the player character.



* VirtualPaperDoll: Any piece of armor equipped will appear on the player character.

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'''''[[https://picroma.com/cubeworld Cube World]]''''' is a voxel-based game created by Picroma. Said to be inspired by VideoGame/{{Minecraft}} and TheLegendOfZelda, the game is an [[RolePlayingGame action-RPG]] with heavy Sandbox that takes place in an entirely [[ProceduralGeneration procedurally generated]] world.

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'''''[[https://picroma.com/cubeworld Cube World]]''''' is a voxel-based game created by Picroma. Said to be inspired by VideoGame/{{Minecraft}} and TheLegendOfZelda, the game is an [[RolePlayingGame action-RPG]] with heavy Sandbox [[WideOpenSandbox sandbox]] that takes place in an entirely [[ProceduralGeneration procedurally generated]] world.


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* WideOpenSandbox: The world can potentially be explored forever.
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%% If you have additional quotes please use the quotes page.

'''''[[https://picroma.com/cubeworld Cube World]]''''' is a voxel-based game created by Picroma. Said to be inspired by VideoGame/{{Minecraft}} and TheLegendOfZelda, the game is an [[RolePlayingGame action-RPG]] with heavy Sandbox that takes place in an entirely [[ProceduralGeneration procedurally generated]] world.

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!!'''{{VideoGame/CubeWorld}}''' provides examples of:
*ActionPet: Any character can tame pets with the right food item. Pets will aid them in battle, and some can be mounted.
*{{BFS}}: The Greatsword class weapon is usually bigger than the character that wields it. Longswords can also be longer than a person is tall.
*ProceduralGeneration: The entire world is procedurally generated using a seed input when the world is first created.
*[[PurelyAestheticGender Purely Aesthetic Race/Gender]]: So far, though the game is still in its alpha stages so there may end up being stat differences between races in the future.
*VirtualPaperDoll: Any piece of armor equipped will appear on the player character.
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