Full notes
Full Cube Foundry update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Balance
- Store
CubeFoundry — v1.7.0 — The END ?
Five weeks (-Ish) of work since 1.6.11. The headline is performance — the game now uses every core your CPU has — but on top of that there's nearly a New game.
Highlights
True multi-core. Late-game stutter is gone. FPS went from ~7 to 30-50 average; main-thread blocking dropped 87%.
Garden minigame. Grow plants, brew potions, spend them on time-skips, tick boosts, and CPS surges.
Card system. Each NG+ run draws cards that shake up the rules. OP cards retuned and NG+ scaling now visible at draw time.
Cosmic Codex prestige page. Full glass-morphism rewrite, with a cooldown timer, affordable-count badge, and trimmed tooltip animation.
Prestige is strategic again. 5-minute cooldown, refunds on reset, and a new power-based award system reward growth, not spam.
Performance — True Multi-Core
The four-phase worker-pool rebuild that gives this update its name.
Phase 1 — async/await fix. Workers now actually process tasks (the old fire-and-forget left them idle). FPS jumped immediately.
Phase 2 — observability. Per-task-type metrics, queue depth, wait time, 30-second health reports, slow-task detection.
Phase 3 — cached automation prep. Upgrade payload now cached and invalidated by purchase count. Prep time dropped from 30-50ms to under 1ms.
Phase 4 — backpressure. Queue grew from 100 to 300 tasks; low-priority tasks drop adaptively above 70% pressure; CPS, CPC, and prestige tasks never drop.
On top of the worker pool:
GPU transform feedback particles (WebGL2) with a SIMD CPU fallback for older hardware
FrameBudgetManager enforcing a 60 FPS budget per frame
Eight-phase late-game lag fix addressing render and compute bottlenecks at extreme generator counts
Cube counter throttled to ~20 Hz, viewport-gated affordability checks, structured DOM counters
Autobuyer: lower purchase frequency, bulk cap, stronger diminishing returns, cooldown
Prestige page dropped its multi-LOD card system and locked to the "mid" variant
Three.js startup optimized; DOM cleanup batched; noisy performance warnings disabled
New Content
Garden minigame — modular system with plot management, plant growing, direct potion brewing, save/load
Potions — four tiers (Minor, Common, Rare, Epic); enlarged inventory; polished HUD tooltip; previously-unwired effects fixed; magnitudes rebalanced
Card system — drawn cards, OP card tuning, NG+ scaling shown at draw time
Slot machine minigame — slot spins now show why a spin didn't match
Tutorial / FTUE overhaul — welcome cinematic with crossfade, letterbox, and a WebGL shader; page-specific walkthroughs for prestige and NG+; return-from-prestige tutorials; typewriter text; condition-based pacing; smooth animations; always-visible skip
UI / UX
Cosmic Codex prestige page — full glass-morphism rewrite, summary modal and tooltip restyled, cooldown surfaced in the tooltip, affordable-count badge, breathing animation pauses on hover
Top bar — Rajdhani font, glow effects, suffix separation; de-boxed CPS; prominent cube counter with ambient pulse and hover lift; NG+ palette swapped to amber; Orbitron for CPS/CPC; responsive font-size via clamp(); centered count during the letterbox welcome
Generator cards — tier color palette, tier-based grouping with jump-nav, expand/collapse-all, tier labels
Upgrade cards — tag-driven layout, tighter typography, localized tag chips, sharpened tooltips, tag/description mismatches fixed across 14 locales
Mastery cards — buff badge tiered by multiplier magnitude; MAX and Apply buttons stay inside the card on narrow layouts
Settings — sections regrouped, dead UI Quality and DLC theme block dropped, UI scale decoupled from graphics quality
Garden UI — full-wrapper canvas, per-plant sell mastery, X-close, shop scroll, responsive canvas
Removed — prestige and NG+ confirmation dialogs (no more pop-ups in
Source
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