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


Terrain and Cottages

The is the 2nd development update for Littlecube Valley. Over the last month, I have changed the terrain to represent mostly loamy soil. A simple road network has been established and all cottages for this region have been placed accordingly. Additionally, character interaction with basic objects have been added. 1) The image above shows the first cottage built with a wooden door and some window panels. A dirt path starts from the front of the house and leads to the main road. The image below shows the raw structure for the minor and major roads. These roads and its borders will eventually be further developed with detailed voxels later. 2) I have also dug up some shallow areas to represent


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