![]() This only got worse over time, with people claiming that the von Funcks had simply ‘taken the money and ran’ and warning people that the game would never be updated any time Wolfram von Funck publicly showed his progress. The community’s goodwill towards the developers started to turn sour as months without an update turned into years. It is of course understandable that such a thing would take a considerable amount of time when the team exists solely out of one programmer and one artist, but the public still had high hopes. The problem is that this update simply never came. Von Funck promised to update the game sometime soon, and started releasing screenshots and videos of his progress towards doing so. This was most likely the case due to the very personal nature of the project for Wolfram von Funck. Whereas Minecraft had swiftly expanded its development team following its discovery by the public, and been able to pump out regular updates to sustain the community’s interest, Cube World remained a two-person effort. This image was taken on the 22nd of September, 2019. The Cube World Launcher, with added highlights around the date and status of the game. This is where the ‘public failure’ part of this topic comes into view. Eventually however, as virtually every player of the game did, we ran out of things to do in it, and our interest in it swiftly dwindled. My friends and I bought the game at this time, and had a lot of fun with it. ![]() The Cube World alpha version was made purchasable to the public for a very limited time in July 2013, by which time these comparisons had caused the upcoming game’s popularity to skyrocket. This, in combination with the game’s voxel nature, inevitably lead to comparisons being drawn between Cube World and the massively popular Minecraft, which was initially also an indie project programmed by one person. The art was also done by a single person, namely his wife Sarah von Funck, known as ‘Pixxie’. One thing that is particularly noteworthy when it comes to the development of this game, is that it was programmed by one person, a German man called Wolfram von Funck, known online under his alias ‘Wollay’. It was undoubtedly a project with grand aspirations, and that is likely where the problems began. Hang gliding, sailing, mountable pets, and good old running around were the main methods of getting from A to B in this grand world full of castles, dungeons, forests, volcanoes, and other destinations. It promised an open, procedurally generated world in a voxel-based art style full of fantastical locations, creatures, and things to do. Back in early 2013, some friends and I were introduced to an upcoming ‘indie’ (independently developed) game called Cube World.
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