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


Major update on Cascaded World Maps, River Network, Elevation and Terrain generation, and Character

Welcome back to another development update for Littlecube Valley! This update will focus on the changes to our cascaded world map generation with respect to rivers and elevation. I will also discuss a little bit on the technical design for the character animations. These were all done during the last six months. Firstly, we had to resolve the problems we encountered during our previous world generation solution. The first goal was to eliminate the use of Perlin Noise for elevation generation, because I found that being too dependent on noise solutions can produce unpredictable results. To do this, I had decided to make use of existing Voronoi-based solutions to drastically handle the vast ma


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