DeCube
DeCube is a nostalgic incremental game where you mine whole planets down to their core. Dig, upgrade and hire workers to uncover the secrets that lie beneath...
Note: The current version is an early playtest. A demo will come out on Steam November 17th with the Steam demo having allowing for save carryover into the full game.
Dig out planets
Find out what lies at the core of the planet.

Expand your workforce
Hire a crew of workers who will mine the planet for you.

Upgrade your equipment
Improve your mining exploitation.

Journey across worlds
Featuring a campaign with 6 unique worlds, and a custom world generator.

Features
- A custom world generator to satiate your mining needs
- Relax with a calming, nostalgic soundtrack
- Controller support
| Updated | 15 hours ago |
| Published | 7 days ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS |
| Rating | Rated 4.1 out of 5 stars (21 total ratings) |
| Author | BiteMe Games |
| Genre | Simulation |
| Made with | Unity |
| Tags | 3D, Atmospheric, Idle, Incremental, Minecraft, Mining, Mouse only, Retro, Singleplayer, Voxel |
| Average session | A few minutes |
| Languages | German, English, Spanish; Castilian, Spanish; Latin America, French, Indonesian, Japanese, Korean, Dutch, Polish, Portuguese (Portugal), Portuguese (Brazil), Russian, Turkish, Chinese (Simplified) |
| Inputs | Mouse |
| Links | Steam |
| Content | No generative AI was used |
Download
Development log
- A Pre-demo playtest update3 days ago








Comments
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Tu juego es increíblemente entretenido, me encanto destruir cada uno de los bloques de los mundos que tenia en el juego, jugare la versióncompleta sin duda alguna! 10000/100This is fun, but I have a couple things I think could be improved.
1. It's really just personal preference, but I reckon the first rune upgrade should be something like a damage or resource bonus, rather than a reduction to the collapse threshold. I personally didn't upgrade this one any further until I ran out of other upgrades, because I pretty much did 100% of each planet anyway, so it felt a little pointless to me. Having an immediate bonus, even if just a small one, feels a lot better than one that isn't even necessarily useful to the player. It doesn't need to specifically be a bonus in that way, but something more generally beneficial would be nice.
2. Part of the issue with that collapse threshold is you can reach it without breaking any rune blocks. I tried it intentionally and found on the first level you can do this, but I could fathom someone doing it accidentally. Maybe, at least on the first level, the option to collapse should be greyed out until all the runes are broken?
Otherwise, I really enjoyed this. I think overall I'd like to see more upgrades and worlds, but it looks like that's the aim already, so I'm excited to see where it goes.
Reworked the rune upgrades order, I underestimated how many people would grind for the full 100%, I assumed everyone would collapse the planet the moment they could.
had fun, thanks!
Wow. This is so fun! Its a perfect game to pass the time with. I also maxed out the demo... I cant wait to play it on Steam. :))
I really enjoy this! Such a fun game and the visuals and lighting are really great. I do wish there was an option to rotate the planet using only keyboard keys. I was playing my laptop without a mouse and I can't really use right click well enough on the touchpad to move around.
Added this just now in my local build, it was already on my todo list since I do something similar for controller support. It'll be in the next update.
EDIT: New version is now live with keyboard controls. https://bitemegames.itch.io/decube/devlog/1767385/a-pre-demo-playtest-update
Satisfying and fun. I think it needs more precise zoom controls and an option to move the camera around.
Hey! Thanks for the feedback, do you have any more specific feedback for me what you don't like about the zoom? Sensitivity? Not being able to move the camera as much as you'd like? Something else?
Had a ton of fun playing, wishlisted :) !
I really enjoyed the game, I got all Rune updates on the web version.
Edit: Here's my feedback:
1. Damage upgrades are pointless since one shotting everything(Core and runes are easy enough to destroy, so practically pointless), seeing that fracture is 25% of the health, not dmg.
2. 25% Fracture means you'd have to hit blocks in a certain pattern to even have one block affected, since it'd need to be hit 4 times.
3. This might be a more controversial one: Imo the whole "holding is slower" thing just incentivizes players to get an auto clicker, and those who don't - have to play the game slower.
All these things are addressed already on my local dev branch, not sure I'll push an immediate update now though until the game's official demo comes out in a week or so.
Fracture is also reworked and really powerful again now.
And the holding is slower is getting removed as well.
EDIT: New version is now live. https://bitemegames.itch.io/decube/devlog/1767385/a-pre-demo-playtest-update
Thank you for the answer, I really appreciate devs like you.
The game is looking great. I just have have one issue. Fractures don't seem to make sense as a purchase at all, they are a massive cost to get but become useless until getting to a extremely late game point where you can actually break the nearby bricks instead of cracking them (Currently this only happens for me on Crits at max level 25 fractures, level 50 click power and crit power level 15 which is a crazy level of cost) . The core of the issue is that nothing is that hard to break so with a smaller investment in click power you get to the point of single click breaking anything except the symbol blocks. Once you are at that point the current way fractures work means do nothing but make the visual of the blocks nearby change with no actual gameplay implication. I recommend that they work differently or that they are buffed quite a bit. Currently as far as I can tell the game determines what blocks are nearby (a single block in each direction) and then applies the percent damage levelled to from fractures to those blocks directly for each click. Instead what I think would work and synergise better is if it is a percentage of the excess damage done by the click goes to the surrounding blocks 1 at a time until they break so you get a ripple effect going further and further. The alternative is that fractures need to scale faster and further then they currently do so they have a purpose between the extremely early game and the extremely late game.
I will rework fractures soon!
EDIT: New version is now live. https://bitemegames.itch.io/decube/devlog/1767385/a-pre-demo-playtest-update
Sounds good, I look forward to the offical release.
At max fracture, it's pretty significant, 25%
Very nice. Runs pretty well on my crappy integrated GPU, what engine is this?
Unity, but I did spend some time on optimization.
I'm having an issue; I'm playing on Arch Linux, with Wine, and the game doesn't seem to detect my click.
There is something I could try?
Idk bro, I know fuckall about Linux. I can look into it but no promises. I'm only targering Windows and MacOS for this game rn.
It's kind of fun, but a lot of the upgrades are way too small to be worth it. It's the point of dealing an extra 1% damage to nearby blocks? Or a 1% chance of crit?
A one percent chance of a crit, with the right rune upgrades, works out to 104 blocks worth of materials for every 100 destroyed. A ten percent chance, which is easy to get, works out to 110 blocks for every 100 destroyed. When you're destroying thousands of blocks, it adds up to extra material fast.
As for the Fracture upgrade - if I'm looking at it right, it does that percentage of damage to the surrounding blocks... which means upgrading block damage alongside Fracture will stack the amount of damage you do to peripheral blocks. Eventually you get to the point where weaker surface blocks are breaking along with your actual hit location, vastly improving your destruction coverage - and thus your overall speed in demolishing the Cube.
Like most incremental games, it's a matter of economies of scale - each individual item seems paltry in isolation, but they all synergize together to produce effects greater than the sum of their parts. (Besides, any tabletop RPG player will tell you that a ten percent crit chance works out to a 19 or 20 on a d20 (the critical threat range on a standard longsword in D&D), which happens all the bloomin' time.)
It generally shouldn't take several levels before an upgrade is even noticeable though. And almost all of the upgrades seem like they have the same problem, like the developer has not done the maths. I finished the playtest and the nearby damage thing never ended up becoming relevant at all.
After beating the demo and testing out the Fracture upgrade. It does not what I was expecting. Meaning if a block has 20 hp and you hit for 300 on it's side. With a fracture lvl at 20% (which cost a LOT btw), it does 20% of 20 to the blocks besides, rather than the 300 of damage.
Meaning Fracture damage is based on the damage dealt to a block with NO overflow damage. Making it pretty much useless since oneshoting blocks is really easy and there is no gain of AOE damage as Fracture suggest it.
Also the Click Speed upgrade is rather useless, it cost a LOT to bring it to 7 CPS when I already click at 7 CPS manually with my 'slow' method. I'm at 12 CPS with my more consistant clicking methods. I understand this upgrade is a QOL but I would expect to go over a normal CPS with higher upgrade. This feels to encourage an Auto Clicker.
Worker upgrades are rather useless too when you compare with the Click upgrades from the Runes (money per Crits and AOE), making worker 'meta' rather underwhelming. Also the Runes upgrade for workers (worker cap) is rather useless, since the cost of workers is insanely high (at least in the demo).
Tdlr: good game, but requires balancing
I'll wholly agree on the click speed upgrades. Using an autoclicker makes virtually everything else irrelevant, especially when paired with the rune upgrade that spreads out your click effects to more blocks. The base hold-click speed is in a good place, I think, but the "manual" clicking throttle probably needs to be brought down to about half of what it was.
Fracture was a hard one to balance, and indeed has some issues still. The lack of a full prestige / progress reset between planets means I need to balance over a 6h period instead of a 20min one. This will probably be a lot of my upcoming devtime still.
Reworked a bunch of the upgrades, especially "Fractures" has been overhauled again.
https://bitemegames.itch.io/decube/devlog/1767385/a-pre-demo-playtest-update
I am enjoying this game, but one big issue (and easy to fix, hopefully!) is that the cursor blocks the in-game textboxes.
This should only happen on low-res displays when in browser, or with high Windows scaling normally.
A fix will be out in like 45min!
I really liked this demo.
I'll wait for the full release, great job!