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Steam News8 May 20261mo ago

The DEFINITIVE EDITION Update

This is a big one! We've been hard at work delivering this DEFINITIVE EDITION of Cube Control, now finally ready to release upon the soon-to-be-frustrated denizens of the gaming realm.

Full notes

Full Cube Control update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

13 fixes12 additions24 changes8 removals
  • Gameplay
  • Compatibility
  • Fixes
  • UI and audio
  • Store
  • Performance
addedGamepad support, customizable controls, new death sequence, bug fixes, and more.
addedAdded full gamepad support, including Steam Deck compatibility and optimizations.
addedInput has been streamlined and can now have controls remapped to different keys and buttons.
addedSuccumbing to the spiky wrath of a hazard now triggers a new sequence with all new effects and shattering mechanics.
fixedFixed an oversight that caused some hazards to fall out of sync with one another, causing some moves to be much more difficult than intended.
changedUser interface has been completely revamped both visually and functionally. It's now quicker to navigate and better to look at.

This is a big one! We've been hard at work delivering this DEFINITIVE EDITION of Cube Control, now finally ready to release upon the soon-to-be-frustrated denizens of the gaming realm. Hundreds of changes have been made. We've documented most of the changes below, but there's probably too many for you to read comfortably, so maybe you should just skip them and go play the game.

GENERAL CHANGES

Gamepad support, customizable controls, new death sequence, bug fixes, and more.

  • Added full gamepad support, including Steam Deck compatibility and optimizations.

  • Input has been streamlined and can now have controls remapped to different keys and buttons.

  • Succumbing to the spiky wrath of a hazard now triggers a new sequence with all new effects and shattering mechanics.

  • Fixed an oversight that caused some hazards to fall out of sync with one another, causing some moves to be much more difficult than intended.

  • Spike traps now retract a bit faster to help mitigate deaths that feel unfair.

  • User interface has been completely revamped both visually and functionally. It's now quicker to navigate and better to look at.

  • Ambient sound has received an upgrade with better balancing along with new and improved atmospheric sounds in nearly every world.

  • The highlight that appears when hovering over a traversable grid square is now more consistent.

  • Fixed a few isolated instances where the camera would not follow the player.

VISUAL CHANGES

Complete visual overhaul with new art and designs across the board.

  • Many models and materials have received a significant improvement in visual quality.

  • Important game elements such as the hazards, elevators, and launchpads have been redesigned enhance their integration into the game world.

    • Hazards now move along metal tracks fused into the ground. This improves their visual integration into the world and also makes them easier to read.

    • Elevators have more moving parts and sport a more streamlined look overall.

    • Launchpads and goals have had their sharp corners smoothed down for a much more appealing experience.

  • Lighting has been upgraded to utilize baked global illumination.

  • Visual elements of the cube's movement have been remade with smoother animations and improved readability.

  • Chroma Shores' visuals and atmosphere have been completely reworked from scratch.

  • The Torrid Oasis now has denser foliage and some mysterious ruined structures to help establish its identity.

  • The Dawn Garden is now greener than ever with new foliage and water features scattered throughout.

  • The Bloomrocks now include 150% more rock as well as improved fog rendering.

  • Area J-3110 has seen some new foliage growth.

  • Colors have been toned down to reduce eye fatigue from extended playing sessions.

LEVEL CHANGES

Much needed balance changes and improvements to level flow.

  • Level 1-1

    • Minor visual improvements

  • Level 1-2

    • Expanded the area around the level goal to improve readability and rearranged spike traps accordingly

  • Level 1-3

    • Adjusted the timing of sliders to be more predictable

    • Removed the second spinner before the goal and extended the path of the third spinner

    • Minor layout tweaks to improve readability

  • Level 1-4

    • Adjusted the final four sliders to be more predictable

    • Minor visual improvements

  • Level 1-6

    • Slightly reduced distance between the two spinners at spawn

    • Added a small jog to the path left of spawn

    • Reworked the group of hazards just before the goal to be more predictable

  • Level 1-7

    • Reworked the first group of hazards

    • Adjusted timing of the spike trap pair to be more predictable

    • Improved readability of some previously obscured paths

    • Adjusting timing of the last two sliders to be more predictable

  • Level 1-9

    • Expanded the area surrounding the first goal switch and added some more hazards

    • Rearranged hazards around the second and third goal switches

    • Split up the long move just before the goal into something a bit more interesting and tweaked the number of available moves to compensate

    • Slightly increased the complexity of moves/backtracks required to complete the level

    • Minor visual improvements

  • Level 1-10

    • Revised most of the hazards around the starting area and the final goal switch

    • Adjusted timing of the sliders by the +5 to be more predictable

    • Expanded the path starting from the third goal switch and tweaked the number of available moves to compensate

    • Removed the second goal switch

  • Level 2-4

    • Simplified the spike traps near the start of the level

  • Level 2-7

    • Reworked the hazards by the second goal switch

  • Level 2-8

    • Adjusted the timing of sliders to be more predictable

  • Level 2-9

    • Lengthened the paths of sliders by the goal switch

    • Added an additional hazard just before the goal

  • Level 2-10

    • Fixed a few hazards requiring too much agility to overcome

  • Level 3-3

    • Adjusted the first set of sliders to be more predictable

  • Level 3-5

    • Slowed down all spike traps just a little bit

    • Fixed sliders requiring too much agility to overcome

  • Level 3-6

    • Adjusted the path of the first group of spinners to be slightly more forgiving

    • Fixed the move around the fifth spinner requiring too much agility to overcome

    • Reworked layout around the last +3 to be a bit less convoluted

  • Level 3-7

    • Slowed down all spike traps just a little bit

    • Fixed some moves by the +7 requiring too much agility to overcome

    • Fixed a layout issue that could cause hazards to potentially leave the player's view due to bad camera placement

  • Level 3-9

    • Adjusted the timing of some hazards to be more predictable

    • Fixed several moves by the first switch and level goal requiring too much agility to overcome

    • Slowed down all spike traps slightly

  • Level 3-10

    • Adjusted the timing of sliders by the second goal switch to be more predictable

  • Level 4-1

    • Adjusted timing of the spike trap pair to be more predictable

  • Level 4-3

    • Adjusted timing of the spike trap pair to be more predictable

    • Fixed the move at the first slider requiring too much agility to overcome

    • Removed some spinners just before the level goal

  • Level 4-5

    • Fixed a move by the +8 requiring too much agility to overcome

  • Level 4-7

    • Adjusted the path of spinners by the +8 to be more predictable

  • Level 4-8

    • Adjusted timing of the spike trap pair by the +12 to be more predictable

  • Level 4-9

    • Reworked the group of hazards by spawn

  • Level 4-10

    • Fixed a few moves requiring too much agility to overcome

    • Reworked the hazards before the goal to be more predictable

    • Increased the usefulness of a previously redundant elevator

  • Level 5-2

    • Removed a slider by the cross button

    • Adjusted the timing of sliders by the triangle button to be more predictable

  • Level 5-3

    • Slowed down spike traps around the starting area

    • Adjusted the timing of sliders by the square button to be more predictable

    • Removed a slider by the triangle button and reworked level geometry there

  • Level 5-4

    • Slowed down a few spike traps

  • Level 5-5

    • Fixed a few moves requiring too much agility to overcome

  • Level 5-6

    • Adjusted timing of the triple sliders to be more predictable

    • Replaced the double spinners with a spike trap array

  • Level 5-7

    • Tweaked the timing and/or paths of almost every slider to make them more predictable and require less agility to overcome

  • Level 5-8

    • Removed the first spinner and replaced it with an additional slider

    • Slowed down the hazards in the middle area

    • Reworked the hazards by the triangle button to require less agility to overcome

  • Level 5-9

    • Adjusted the paths of spinners by the cross button to be more predictable

    • Slowed down spike traps by the triangle button

    • Adjusted the timing of sliders by the crescent button to be more predictable

    • Removed most of the spinners near the end and replaced them with sliders

  • Level 5-10

    • Adjusted timing of the triple sliders to be more predictable

    • Lengthened path of the spinners before the cross button

    • Tweaked spike trap array to prevent unintended backtracking

  • Level 6-1

    • Minor visual improvements

  • Level 6-2

    • Removed the spike trap by the first goal switch and replaced it with two sliders

    • Adjusted the triple sliders to be more predictable

    • Slowed down the spinners in between the two goal switches

  • Level 6-3

    • Minor visual improvements

  • Level 6-4

    • Reworked the middle section to remove an unintended solution

    • Reduced distance between the two spinners at the second goal switch

    • Adjusted the timing of sliders near the goal to be more predictable

  • Level 6-5

    • Replaced the spinner by the square button with two sliders

    • Adjusted the timing of sliders by the goal switch to be more predictable

    • Fixed the last spinner pair requiring too much agility to overcome

  • Level 6-6

    • Lengthened the paths of the two spinners at spawn

    • Adjusted the various groups of sliders to be more predictable

  • Level 6-8

    • Fixed three instances of sliders requiring too much agility to overcome

  • Level 6-9

    • Slowed down the group of spinners by the crescent switch

  • Level 6-10

    • Reduced spacing and speed of the two spinners at spawn

    • Adjusted spacing of the three spinners at the elevator to be more predictable

    • Fixed a couple of sliders requiring too much agility to overcome

Source

Steam News / 8 May 2026

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