Cube Foundry news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players1 · 24 September 2026 - 19:22:18 UTC
- SteamPulse tracked peak17
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score43% positive
- Total reviews47
- Release dateJan 30, 2026
- DeveloperJabran
- PublisherJabran
Genres: Indie
Company pages: Developer: JabranPublisher: Jabran
Cube Foundry Steam news
Cube Foundry news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Demo OUT! + MASSIVE POLISH UPDATE - 14 July 2026
There's a Demo now!(Yesterday i pushed the update but not the patch note sorry)A standalone Steam demo: the first 10 generators, a simplified Prestige, a "taste" of Astral boosts and its own set of achievements. Your demo progress carries into the full game via a new Save Export / Import "continue code" (Settings → Data Management), which also just makes backing up your save easy. The game can even run in a browser now through itch io.UX/UIGenerators can now "Ascend": max out a generator's astral tier and it goes out in a blaze of glory, then retires.Hover any upgrade to see exactly how much each generator will produce before you buy.Multi-Core Processing toggle with a thread slider for big late-game saves.Quick generator filters: "Affordable only" + Expand/Collapse all.Way more "juice"Buying things feels good now, count-ups and flashes on purchase, cards that animate in, punchier float…
- [1.7.5] QOL Improvements - 14 May 2026
Suppress offline-progress panel when returning from Prestige / NG+ pages Increase refresh rate for mastery/prestige unlock countdown Double the potion drop rate (10 min → 5 min) Tiny increase to crop base values (+10%) Lower default master audio to 50% Double the power of early upgrades cost
- Hot FIxes Stability & Polish Patch - 13 May 2026
Stability & Polish Patch A few players have reported rare cases where the game window would freeze or go black during play sessions. This update ships a wave of defensive fixes targeting the most likely culprits. FixesSplash screen — Added a safety timer so the intro always fades out cleanly, even if the underlying event glitches. No more "stuck on logo."Prestige loading overlay — Same safety net. The overlay is now guaranteed to clear.Page transitions — Hardened against timer throttling when the tab is in the background. Coming back from Prestige or NG+ should no longer leave a dark screen on top of the game.WebGL recovery — If the GPU context is lost mid-session and fails to restore (driver glitch, out-of-memory), the game now automatically falls back to a lightweight 2D renderer instead of leaving you with a black cube area.
- [1.7.4] Polish Prestige Page && Minor Improvements - 13 May 2026
Prestige PageAuto-center on the first available upgrade now actually worksUpdated misleading copy in the prestige tutorialsSVG connector lines no longer trigger per-frame getBoundingClientRect reflows — they stay glued to the cards during pan/zoom without lagRemoved Quick Start I/II/III and the Momentum 1/2/3 chain from the prestige tree GeneralFixed first-launch language detection — the game now respects your Steam UI / OS language on first runTuned several generators across the whole game Cube GardenBrewing a crop into a potion now grants mastery progress (previously only selling did)New per-plant Growth Mastery multiplier — cumulative sales reduce that plant's grow time by up to 30%The seed picker menu now shows the mastery-adjusted grow time
- [1.7.3] Overclock Rework - 12 May 2026
Overclock ReworkBrand-new Overclock button — replaced the static fire icon with an animated pixel-art flame. Idle, active, and cooldown each have their own sprite and behaviour CPS heat gradient — when overclocking, the CPS counter in the top bar now smoothly transitions from cyan to red as system stress climbs.Doubled max stress capacity — overclock now takes roughly twice as long to peak, giving you a longer window to ride the production bonus before forced cooldown. -Jabran
- [1.7.2] Balance Changes & Minigame Indicator - 11 May 2026
Balance Changes & Minigame Indicator BalanceGenerators 1–19: Minor output adjustments.Generators 20–52: Moderate output adjustments.Astral Boost: Raised the required generator threshold from 5th to 10th; compensated by increasing the base price of generators 7–9. UI / MinigameImproved the TFUE by condensing its content and adding a writing effect. added a indicator for the minigame (pulse/cycle)
- [1.7.1] Minor Changes - 10 May 2026
Bug Fixes Fixed per-generator card "Per Unit" / "Tot." values being stale and not updating correctly.Fixed auto-buy on prestige reset incorrectly capping spending at 25% instead of the intended 100%.Fixed prestige reset unconditionally re-enabling the generator auto-buy toggle every time — generators now correctly retain their actual setting from 'gameSettings' in localStorage.Various minor issues resolved. -Jabran
- Cube Foundry — v1.7.0 — The End? - 9 May 2026
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. HighlightsTrue 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-CoreThe four-phase worker-pool rebuild that gives this update its name. Phase 1…
- Where is the UPDATE?!!! - 3 May 2026
Where is the UPDATE?!!! Don't worry, the update is coming! It will arrive in the next week, or the week after (so max 2 weeks from now). Why the delay? I took the month of April to work on another game and take some time off from this project. After 3 months of non-stop development, I realized I was making more mistakes than actual improvements. Stepping back for a moment was necessary to come back stronger. What's changing? The major changes are related to: Overall balance adjustmentsBetter game performanceAdjust most (if not all) side mechanicsA much-improved UIimprovement to the tutorial pahse The work left to do is pretty minor compared to the work already done, but it is still very important to get right before release. Launch Details The update will launch alongside a discount and proper patch notes describing the changes... well, if I remember all of them (honestly, most of the m…
- Progress Update - 31 March 2026
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 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. Improving generator cards and upgrade cards. Adding new consumables (like potions) that can be…
- State of the Game & The Road to V1.7/V1.8 - 27 March 2026
State of the Game & The Road to V1.7 Hello everyone! As you've probably noticed, I have been pushing a lot of minor patches recently (all the way up to V1.6.15!), with the main goal of fixing bugs, optimizing the engine, and eliminating late-game lag. Now that the technical foundation is solid, it's time to talk about the future. A quick note on achievements:First of all, there will be no new achievements for now. I might not have communicated this clearly in the past, but I currently have to comply with Steam's 100 achievement limit. Because of this, I had to remove some redundant achievements a while ago to make space for new content. My plan is to focus on extending the core game content first (in V1.7), and after that is implemented, I will add a dedicated in-game achievement panel (in V1.8). The Problem: The >1e450 Elephant in the Room (in V1.7)Right now, the cost of the final gene…
- [V1.6.15] Performance & UI Smoothness - 25 March 2026
\ Performance & UI Smoothness Performance & UI SmoothnessSmart UI Rendering: Replaced the global UI refresh with a smart "dirty flags" system. The game now only updates the UI elements that actually change, completely eliminating late-game UI stutter.Extreme NG+ Lag Destroyed: Fixed heavy lag spikes in NG+ cycles 5 and above by removing redundant effect recalculations.Autobuyer Optimization: Fixed a performance drop caused by the autobuyer working overtime at extremely high NG+ levels. Bug FixesZombie Process Terminated: Implemented a forced-exit timer on quit. This (should) permanently fixes the bug where the game would leave a ghost process running on Steam after closing the window. -Jabran
- [V1.6.14] Late-Game Scaling & Steam Process Fix - 24 March 2026
Balance & ProgressionBase CPS Adjustments: Updated the base CPS values for the Cosmic Fabricator and Astral Constructor generators. Mid to Endgame Scaling: Increased the cost scaling factor for all generators from the Quantum Weave to the end of the current content to ensure a balanced late-game economy. Bug FixesClean Exit: Fixed an issue where the game process would occasionally linger in the background and keep showing as "Running" on Steam after closing the window. -Jabran
- [V1.6.13] The Great Optimization Update & NG+ Rebalance - 23 March 2026
there are still performance issue in the late game i am still working.Massive Performance OptimizationsLate-Game Lag Destroyed: Completely overhauled the core game loop, eliminating heavy mathematical bottlenecks (O(n²) loop fixes) and splitting workloads for buttery-smooth performance.Memory & Stability: Fixed progressive memory leaks, resolved window-closing errors, and expanded engine memory limits to handle extreme numbers.Smart Caching: Prestige and synergy effects are now pre-baked to drastically reduce CPU load during mid-to-late game. Balance & ProgressionNG+ Overhaul: Reduced the grind of NG+ cycles by massively buffing cycle bonuses and upgrades. Cube & Astral Buffs: Increased NG+ cube production weight (1.0 → 1.5) and significantly buffed Astral effectiveness for high-tier generators.Crit Tuning: Rebalanced Critical Hits (~40% reduction to multipliers and probability) to comp…
- [V1.6.12] Generator && Socials Icons Rework - 20 March 2026
\ Generator && Socials Icons Rework Visual Enhancements Icon Overhaul: We have completely redesigned 38 generator icons.Cleaner Aesthetic: The new icons feature bold outlines and a simplified style. This makes them much easier to recognize at a glance and blends perfectly with our new UI design. Social icons reworks also Here are a few examples of the new look: before after before after beforeaftersocials: -Jabran
- [V1.6.11] Cube Blaster Overhaul, Offline Progress & Bug Fixes - 19 March 2026
Hello Guys! Features & GameplayCube Blaster Survivor: The Cube Blaster minigame is now a complete with camera controls, weapons, and an XP system.Offline Earnings: The system is currently active with a 3-hour cap.Persistent Potions: Your active potions will now persiste accross Prestige resets and NG+ cycles. Balance & ProgressionRebalance: To compensate for potion persistence, potion magnitudes (~40-50%) and durations (~25-30%) have been reduced. Card bonus effects have also been scaled down by ~40-50%.Progression Gaps: Smoothed out the upgrade cost curve across the massive 1e150–1e500 range. Visuals & UIAesthetic Polish: Minigame PLAY buttons are now color-coded, and top-bar Prestige/Mastery cubes now have progressive glow effects.UX Improvements: Added loading animations for the Prestige page and fixed the tutorial spotlight dimming issue. Bug FixesAutobuyer NG+ Fix: Fixed a desync w…
- [V1.6.10] Early-Game Rebalance && Visuals & UI Enhancements - 17 March 2026
\ Early-Game Rebalance, Visuals && more Balance & ProgressionEarly-Game Rebalance: Steeper early cost curves and slightly reduced base CPS, balanced by an extended efficiency ramp and new compensating upgrades.Prestige Buffs: Increased the effects of prestige upgrades in the 5k–100k cost range.NG+ Buffs: Boosted the procedural upgrade effects on the NG+ page.Nerf overclock upgrade effects by ~25% Visuals & UI EnhancementsMystery Generators: Unbought generators now hide their names and display a silhouette icon to keep future unlocks a surprise!Milestone Pulses: Reaching milestones now triggers a scale and glow pulse effect on the top bar cube icon.Click Particles: Reduced particle force and spawn count for a cleaner visual experience. Bug Fixes & LocalizationTranslation Updates: CPS and CPC abbreviations are now fully localized across all supported languages.Particle Physics: Fixed an i…
- [V1.6.9] The Grand UI Cleanup & Visual Polish - 15 March 2026
\ The Grand UI Cleanup & Visual Polish UI & UX OverhaulCompact Generator Cards: Merged stat lines, bolder names, and larger costs for quick and easy reading.NG+ Enhancements: The active bonuses strip now features larger items, color-coded effects, smoother count-ups, and a new title animation. The NG+ tree also received effect tags and a better default zoom.Top Bar Cleanup: Reorganized the top bar stats for better flow, compacted Prestige/Mastery numbers, removed redundant text, and added a sleek progressive glow effect. Bug Fixes & Visual TweaksSmooth Space: Fixed an issue where the background stars were "lagging" visually.Text & Localization: Fixed text wrapping on the Astral Boost button, resolved hardcoded strings in the NG+ panel, and fixed CPS effect tag translation inconsistencies.Tooltip Colors: Corrected the buff badge and tooltip color effects in the top bar. -Jabran
- [V1.6.8] UI Polish & Display Fixes - 14 March 2026
Hello Guys! Visual & Readability ImprovementsCard Text: Darkened the text for card bonuses/penalties and increased font weight for better readability. Bug FixesGenerator Display: Fixed an issue where the generator count would incorrectly cap its display at "1K" for values over 1000.Prestige Summary: Fixed a bug where the prestige panel would panic-inducingly show "+0.00 PP" and missing stat deltas.Tutorial Logic: The autobuyer hints will now correctly appear when unlocking NG+ autobuyer upgrades.Fixed buff count-up animation text appearing tiny during interpolation -Jabran
- [V1.6.7] The UI & Retro Aesthetic Update - 12 March 2026
\ The UI & Retro Aesthetic UpdateVisual Overhaul & RedesignsRetro Pixel Style: The Tutorial panel and Prestige tooltips have been restyled with a retro pixelated look to match the card system.UI Redesigns: The top section of the Prestige Page and the entire NG+ Page have been completely redesigned for better usability.Cleaner Layouts: Tightened generator card spacing and improved icon-name alignment.Dynamic Colors: The mastery bar buff badge and tooltip now change color based on your dominant power source (Prestige vs. NG+). Quality of Life (QoL) & FixesBulk Buy (Shift+Click): Added Shift+Click support to instantly buy x10 mastery attribute levels.Auto-Center: The Prestige page now automatically focuses on the first affordable upgrade.Tutorial Fix: Fixed tutorial accuracy to reflect the latest mechanical changes.
Patch notes and updates
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