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Cover image for A Meadow, a Coastline, and a Procedural World in CUBELANDS
Mario JGT
Mario JGT

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A Meadow, a Coastline, and a Procedural World in CUBELANDS

A new CUBELANDS alpha screenshot captures the Wanderer standing where a flower-filled meadow meets the coast. The first seal-shrine waits beyond the trees, wildlife crosses the sky, and the route forward is visible without feeling prescribed.

Why this frame matters

It is easy to treat a screenshot as a beauty shot, but this one brings several parts of the current build into a single view.

  • The meadow and shoreline meet as distinct but connected spaces.- Foliage gives the foreground density without hiding the route.- Wildlife adds movement above and beside the player.- The active shrine objective gives the landscape a purpose.This is a capture from the working early-alpha build, not a target render. ## Built from cubes The central technical idea behind CUBELANDS is that its characters, trees, ruins, and bosses are generated at runtime from procedural cubes, with no imported meshes or animation clips. That constraint shapes both the visual identity and the way I build the world. The goal is to keep the landscape readable from a distance while still rewarding the player for wandering into its smaller details. ## What comes next CUBELANDS is a third-person open-world action-adventure planned for Steam. There is no release date or public store page yet, so for now I’m sharing real progress from the build as it takes shape. Where would you go first in this scene: into the forest, down to the beach, or toward the shrine?

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