name or /namepet).Ĭurrently the controls cannot be remapped yet - however, you can still do this using a third-party program such as AutoHotkey. Opens chat for multiplayer or entering commands (e.g. Currently default to 'off' every time the game is launched. Toggles the currently equipped lamp on or off.Īctives the equipped special item, currently either the Hang Glider or Boat.Ĭalls the active pet back from attacking.ĭisplays the character's class skills dialog box. Each of the available commands already has a hotkey, this is merely for reference.ĭisplays the Controls quick reference chart (pictured above). Pulls up the Quick Select wheel for changing the Quick Item.īrings up a menu icon bar. The Quick Item is shown in the last slot on the right in the Hot Bar (the slot marked 'Q'): Hold the Control key to climb a vertical surface using the forward (W) and back (S) keys. Must be performed while standing on a flat surface or ledge - it is not possible to jump while climbing. Interact with an NPC, Item, Pet, furniture or crafting tool. Picks up the item being looked at and places it in the inventory.
Scrolling the wheel will zoom the camera in and out. Performs the special attack for the currently equipped weapon.Ĭlicking the scroll wheel will perform a dodge or roll. Performs the basic attack for the currently equipped weapon. The gameloop revolves around obtaining more and more powerful items in the current questing land, until you are ready to clear its high-level dungeons or quests which reward you with an artifact. Note that A and D will strafe instead of turn the character. Pressing a key will activate the corresponding ability.Ĭharacter movement is controlled using the standard WASD control scheme. Nothing is explained, the world is infinite, the quests endless, and all without clear reason.A character's class-based skills are automatically assigned to one of these four keys. But now, it's just a boring sequence of low-level questing with some extremely simple crafting systems. It's a band-aid for a dearth of stuff to do once fully geared up.Ĭube World would have been a novelty at its time of announcement. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Cube World > General Discussions > Topic Details. Make it to a new zone and your gear gets downscaled to the level of a new player, like an endless string of lonely MMO starting zones. Cube World doesn't appear to end, the map an infinite scroll of videogame biomes, each region its own pocket of progression-yeah, apparently progress is region-specific. And maybe there is, but a quick zoom out on the map has me locked in on a no. The promise of eventually taming a mount or paying for an eagle ride to some unknown corner of the map would be enticing if I knew there was anything worth finding out there. New armor and weapons are probably the key, but a few hours in I've only accumulated a handful of the materials required to make a single piece of gear.
HOW TO CUBE WORLD HOW TO
I don't know how to craft a torch and I'd rather not teleport all the way back to the village just to poke around oblique crafting menus to figure out what components I need that I don't have and don't know how to get. In a few hours of wandering and getting kicked in the ass by walking bats, I've yet to find a use for it. A Zelda-adjacent tune plays when I pick it up, as if the discovery is worthy of ceremony.
I find a magical lute behind an empty stone house that 'opens certain doors'. Said to be inspired by Minecraft, Monster Hunter, The Legend of Zelda, and more, the game is an action. My first major discovery is a bit anticlimactic. Cube World is a voxel-based game created by Picroma.