Ludography
70/100
Players22 ratings
80/100
Critics5 reviews
More scores
Metacritic16 critic reviews
76/100
Metacritic usersuser score
68/100
Player reviews
82% positive884 reviews
Steam Deck
Playable
Runs on
Windows, Mac, Linux
Price
US$9.99

Where to get it

Q.U.B.E. 2 cover

2011 · Expanded edition · Toxic Games · Adventure · Indie

Q.U.B.E. 2

Expanded edition

Q.U.B.E: Director's Cut is the definitive version of the brain-twisting first-person puzzler. Using special high-tech gloves to manipulate cubes in the environment, the player solves an array of conundrums - from physics-based challenges; to 3D jigsaws; to platform-based trials.

Released
17 December 2011
Platforms
AndroidLinuxNintendo SwitchPlayStation 3PlayStation 4PlayStation VitaWii UWindowsXbox OnemacOS
Genres
AdventureIndiePlatformerPuzzleScienceStrategy
Developers
Toxic Games
Publishers
Toxic Games
Modes
Single-player
Perspective
First personVirtual Reality
Themes
ActionScience fictionMystery
Engine
Unreal Engine 3
Country
United Kingdom
Age ratings
PEGI 12ESRB TUSK 0
Languages
English
Time to beat
3hmain story10hcompletionist

About

Q.U.B.E. is a physics-based puzzle video game developed and published by Toxic Games, with help from Indie Fund, a group of independent game developers. The game, an expansion of a student project by the founding members of Toxic Games, was released for Microsoft Windows through a number of digital distribution platforms, first through Desura on 17 December 2011 and then through Steam on 6 January 2012. An OS X port was later released in December 2012 through Steam and Desura.

In the game, the player guides their avatar through a series of levels to make their way to an exit. The player character is equipped with special gloves that can perform a number of functions on specific blocks to reach the exit. The game employs a sterile monochromatic environment that highlights the coloured blocks that the player can interact with, and has been compared to the Portal series.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

The player's character, after waking up from some incident, finds himself with a pair of gloves that can interact with specific blocks that are in the walls, floors, and ceilings of the various rooms as he progresses. The function of the blocks are distinguished by colour: red blocks can be extended or retracted; yellow blocks, always in groups of three, can be used to make stair-like structures; blue blocks can be retracted to act like a springboard to whatever touches them; purple blocks provide means to rotate sections of walls of a room; and green blocks provide a sphere or cube, which the player will need to manipulate. In the early stages, the player's goal is to use a combination of these blocks to get themselves to an exit point, allowing them to move to the next chamber.

As the player progresses deeper into the unknown complex, new puzzle aspects are introduced. In one stage, the bulk of the chambers are dark except for specific coloured blocks, requiring the player to remember the location of other blocks as they manipulate them. Another section features light-oriented puzzles, with the player using cubes and other features to orient the light beam in the correct fashion.

Development

E. represents the final student project of Daniel Da Rocha, Jonathan Savery and Dave Hall, at Newport University. Upon graduation, the three had received strong feedback for their game, and founded their own company, Toxic Games, to continue its development. During this initial period of development, the team had considered the difficulty of obtaining publishing deals given their inexperience in the field, but instead happened upon funding provided by the Indie Fund, based on the potential of their game, allowing them to work at a more relaxed pace while retaining the intellectual property for themselves.

E. represents the first game funded through the Indie Fund to be released. Aaron Isaksen of the Indie Fund noted that they were drawn to the project while it was still a student project, believing the first-person puzzle game offered new concepts and ideas while providing a clean and simple interface without any time pressure or pin-point accuracy for the player. E's development starting in August 2010.

Reception

Q.U.B.E. was one of the twelve finalists, but did not win, for the 2011 Indie Game Challenge sponsored by the Academy of Interactive Arts & Sciences.

The game received an aggregated score of 69/100 on Metacritic, indicating mixed or average reviews. Reviewers noted that the game was immediately comparable to the two Portal games, providing puzzles within a sterile environment. The game was praised for building on similar puzzle mechanics while introducing its own ideas. Puzzles involving magnetism, however, were found to be rather tedious compared to the other puzzle elements.

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows21 May 2014Worldwide
Linux21 May 2014Worldwide
macOS21 May 2014Worldwide
PlayStation 315 July 2015Worldwide
PlayStation 421 July 2015Worldwide
Xbox One24 July 2015North America
Wii U27 August 2015Europe · North America 10 September 2015

Editions and related releases

Included in
GG Bundle 2015First-Person Bundle
Followed by
Q.U.B.E. 2
Part of
Q.U.B.E.
Expanded edition of
Q.U.B.E.

Games like this

Collections4 collections

Description adapted from its source, CC BY-SA 4.0.