Full notes
Full Cube Control update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
- Fixes
- UI and audio
- Store
- Performance
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
Changelog.gg summarizes and formats this update. How we read updates.
