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Steam News31 March 20263mo ago

Progress Update

Progress Update Target Release: Hopefully before my birthday (April 22nd)! What I've Achieved So Far: Expanded the overall game content.

Full notes

Full Cube Foundry update

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What changed

0 fixes6 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
changedWhat I've Achieved So Far:Reduced the total number of "normal" and prestige upgrades to make each one feel much more significant.
addedWhat I've Achieved So Far:Added a new game mode.
addedWhat I've Achieved So Far:Added and improved the UI transition from the main page to the NG+ page.
addedWhat I've Achieved So Far:In-Game Achievements: Adding a dedicated in-game achievement panel with new milestones (completely separate from Steam achievements). Note: Since this is a massive task, it might be deferred to the next update .
changedWhat I've Achieved So Far:Improving generator cards and upgrade cards.
addedWhat I've Achieved So Far:Adding new consumables (like potions) that can be earned through minigames.

Progress Update

Target Release: Hopefully before my birthday (April 22nd)!

What I've Achieved So Far:

  • Expanded the overall game content.

  • Scaled down the max cost (this was painful, as the big number implementation was a huge hassle, and now I'm not even using it!).

  • Reduced the total number of "normal" and prestige upgrades to make each one feel much more significant.

  • Scaled down the NG+ cycles.

  • Added a new game mode.

  • Added and improved the UI transition from the main page to the NG+ page.

What I'm Working On (To-Do List):

  • True Multi-threading: Moving away from pseudo-parallel processing.

  • In-Game AchievementsAdding a dedicated in-game achievement panel with new milestones (completely separate from Steam achievements). Note: Since this is a massive task, itmight be deferred to the next update.
  • Improving generator cards and upgrade cards.

  • Adding new consumables (like potions) that can be earned through minigames.

  • Adding a new fonts and reworking how numbers are displayed.

  • Evaluating a new minigame (it won't have Steam achievements if the Steam cap stays at 100).

  • Looking into expanding localization to include Ukrainian and Norwegian.

  • Brainstorming better ways to organize the generators.

  • Buffing the effects of upgrades to make them more impactful.

  • Re-tuning the overall game balance to fit all these changes.

If you guys have any suggestions about the game, I'm always open to hearing them!

A Personal Side Note:

Less important development-wise, but I think I will start slowing down and taking a pause from developing this game soon. Honestly, I am incredibly grateful for this journey. I've learned so much about game design and development. But this project, which I started almost exactly a year ago (published in Early Access back in June), is starting to feel a bit like a burden. The game was a mess back then; honestly, it still kind is, but it's much better now. I'm currently torn on what to do next. I don't know if I should shift focus to my other game ("System Overload"), finish releasing that, and then take a step back. That project has a lot of potential, but it needs to be properly worked on before a full release. Thank you all for the support!

Source

Steam News / 31 March 2026

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