About the developer

This is my development blog for

Littlecube Valley. If you have any questions, you can send me an email: or

write your comments in the blog posts. I will try to read and reply to them whenever I can.

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Game FAQ

What is the game about?

The game will be a voxel sandbox RPG, set in a medieval fantasy world made up of many colourful little cubes. 

The goal is to generate a "Living World". Imagine walking around a bustling medieval fantasy city that is full of life. It will include a dynamic questing system with procedurally generated adventures.

The primary inspirations are Cube World and Voxatron. And the targeted platforms for now are iOS, iPadOS, Android, PC and Mac.

Progress Summary

The procedural generation system for grass and soil has been completed.

Currently, working on better world generation and river networks. Procedural civilisation and history generation. Player embarkation.

Recent Posts


First Development Update

This is the first development update for Littlecube Valley. Over the last three months, I had to do a major overhaul of the custom voxel engine. Broadly, the goals were to severely reduce memory usage and eliminate redundancies in engine subsystems. About two months were spent on refactoring engine code. 1) A lot of redundancies were eliminated and so is the removal of unwanted virtual memory. The usage of virtual memory is also now more optimised and does not hog the system unnecessarily. The same goes for system memory, which currently now uses only about 100 megabytes. 2) Rigid body physics had been removed and will only be used later for unpredictable physical interactions such as voxel


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