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


New Visuals, Better Performance, Audio Implementation

Welcome back to Littlecube Valley! In this development update, I will detail some of the major changes in the visual aesthetics, performance improvements and audio implementation. The video above will give you a rough understanding on the numerous differences when compared to the previous update. 1) Firstly, the previous OpenGL renderer has been removed and upgraded to iOS Metal instead. This allows us to significantly reduce CPU overhead costs incurred due to the numerous multipass rendering solutions we currently have. Multiple rendering targets also allow us to collapse some multipass solutions to single passes. Dynamic batching for large batches became redundant and are removed, and smal


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