Hello everyone
,
It’s been a while—over 6 months, to be exact. First off, I want to address the elephant in the room: I am sorry for the silence.
When I launched Cube Foundry in Early Access, I was a different developer. I was passionate, but inexperienced. The code was a mix of ideas and languages that, frankly, became hard to manage. I didn't abandon the project because I stopped caring; I stepped away because I realized I needed to become better to give you the game you deserved.
So, where did I go? I spent the last half-year in "stealth mode," studying the depths of game engineering. I didn't just read books—I built my own custom C# Game Engine from scratch, dealing with low-level memory management, Vulkan architecture, and complex physics.
Now, I am bringing all that experience back home to Cube Foundry.
The Update: Version 2.0 is Live
I looked at my old code, and I decided to clean house. This isn't just a patch; it’s a philosophical overhaul of the game based on everything I’ve learned.
Here is what changed:
Core Loop "De-Cluttering": The UI was overwhelming. I’ve hidden advanced mechanics until you actually need them. The game now unfolds naturally instead of throwing 50 buttons at you from the start.
Rebalanced Progression: No more meaningless grinding. I’ve merged redundant upgrades and smoothed out the resource curve. Your clicks and automation now feel much more impactful.
Visual Clarity: Data is beautiful, but only when you can read it. I’ve increased font sizes, cleaned up the "Dark Mode" aesthetic, and made the important numbers pop.
Steam Achievements: Finally! I have added a fully localized achievement system that integrates perfectly with your progress.
Under-the-Hood Fixes: The game is now lighter, faster, and more stable.
The Future & A Special Announcement
This update proves that Cube Foundry is alive. I will continue to maintain it because I love this project—it was my first step into this world.
However, the main reason I was able to improve this game is because of the massive project I’ve been working on for the last 6 months.
