Story of a Cube Now Available on SteamNews
Exactly a year post its inception in the month of February, 2015, members TinyAtom Games’ explosive 8-bit, color-fused Shoot ’em Up tale of Geometry, Story of a Cube, made its public release on Valve’s digital distribution platform earlier today. Available at a 20% discount till the 11th of this month for PC, Mac & Linux, the game’s release is also accompanied by that of its OST; composed by Bocuma, the techno-glitchy beat infused chiptune OST can be purchased as both a standalone DLC and as part of a bundle with the game.
‘While the game isn’t even featured on Steam’s front page yet, people have indeed started buying it and I’m getting lots of emails asking for press keys and more’, reacted creator & developer Frederick Madsen when asked of the release’s early response. Conceived by Madsen after a string of unsatisfactory indie releases, Story of a Cube documents a simple Cube’s vengeful quest to hunt down the gang of vicious Circles that terrorize and kidnap its family.
Equipped with a weapon left behind by the evil Geometric shapes, players are tasked with overcoming six maze-like action packed levels, each with their own set of bosses & lethal obstacles, gradually unraveling the mystery of the Circles’ motives as they go along. Amid the cacophony of gunfire, explosions and multiple endings also exists up to Nine Steam Achievements that bring replayability to the fray. ‘The chapters are quite small but should take 10-20 minutes depending on skill and difficulty’, explains Madsen.
‘A really skilled player can probably get through them in 5. Usually the game takes about an hour to complete, but getting the good ending will take longer than that. Getting 100% took me about 4 hours, and I can do most chapters in under 5 minutes.’ While the 18 year old Swedish developer doesn’t plan on any future expansions or DLC, his current agenda for the game involves development of a Level Editor that lets players devise & upload their own stages to Steam’s Workshop.
Story of a Cube has been a fully independent attempt by Madsen, with the young developer pairing up only with musician Bocuma halfway through last year for the game’s music. By the 20th of December, the game had debuted on the Community in its bug-fixing and optimization stage; following which Madsen episodically walked the Community through its development from prototype to the vivid shooter it stands as now All of that & its following progress of course, will stay documented within the game’s Higher Eclectic Space.
Higher Eclectic Ground member Writers & YouTubers are invited to request Madsen for press versions of the game. Feel free to get in touch via the game’s Space or leave a message with your request on the Bulletin.