Compara los precios de Cube Raiders en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Void Games. Publicado por JanduSoft. Lanzado el 30/10/2020. Disponible en PC, Xbox. Géneros: Action, Casual, Indie.

Puzzle-heads and couch co-op fans have something low-stakes here, but the control friction and zero quality-of-life tools will test your patience faster than the puzzles will.

My honest reaction walking into Cube Raiders: this is as far from my comfort zone as it gets. I'm a shooter guy. But sometimes you cover what lands on the desk, and what landed here is a grid-based dice puzzler from Void Games that draws an obvious line back to the PS1-era Devil Dice. You play as one of two characters, Rose or Kirk, using MagnetoGloves to push and rotate dice across temple floors, matching face values to clear groups. It is small, quiet, and entirely local. No lobbies, no servers, no latency to complain about. The core loop has a modest logic to it. Rolling a die changes the face that sits on top, so every shove is also a rotation decision. That wrinkle lifts it above a plain sokoban clone and gives the puzzle design room to breathe across four modes: a 99-level solo campaign spread across temple environments, a dedicated 59-level co-op adventure built for two players side by side, a competitive Duel mode, and an Endless score-attack variant where you clear dice before the floor fills up. On paper that is a reasonable package for the price point. In practice, the friction accumulates fast. There is no undo button. There is no hint system. If you commit a wrong move twenty steps into a long puzzle, you restart the whole thing while your character shuffles back to the beginning at a pace that will try anyone's patience. The control sensitivity is also miscalibrated enough that accidental inputs happen regularly, which combines with the restart-heavy design into something genuinely aggravating. The Duel and Endless modes suffer separately: new dice drop in slowly enough that early game momentum feels stuck in first gear. Progress is also gated in the most old-school way possible: you must complete each difficulty tier before unlocking the next. No skipping a stuck puzzle, no jumping ahead to see something new. For the puzzle enthusiast with iron will, that might read as discipline. For anyone who plays games in short windows between other life, it reads as friction that the design did not need to impose. The terrain shifts every twenty levels or so, but the grid-to-grid variation stays narrow, and the sameness accumulates. If you have a kid, a sibling, or a patient partner who enjoys couch puzzle games, the co-op mode is the actual selling point here. The two-player adventure is purpose-built for it, and coordinating MagnetoGlove shoves with another person adds a communication layer the solo game lacks entirely. The Duel mode is a reasonable filler between friends in the same room. Online multiplayer is absent, so the moment both controllers are not in the same living space, most of the social value disappears. Rated Everyone, feels accurate. Fred, Scout Team

Cube Raiders

Cube Raiders

30 oct 2020Void GamesJanduSoft
GamerScout opina

Puzzle-heads and couch co-op fans have something low-stakes here, but the control friction and zero quality-of-life tools will test your patience faster than the puzzles will.

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My honest reaction walking into Cube Raiders: this is as far from my comfort zone as it gets. I'm a shooter guy. But sometimes you cover what lands on the desk, and what landed here is a grid-based dice puzzler from Void Games that draws an obvious line back to the PS1-era Devil Dice. You play as one of two characters, Rose or Kirk, using MagnetoGloves to push and rotate dice across temple floors, matching face values to clear groups. It is small, quiet, and entirely local. No lobbies, no servers, no latency to complain about. The core loop has a modest logic to it. Rolling a die changes the face that sits on top, so every shove is also a rotation decision. That wrinkle lifts it above a plain sokoban clone and gives the puzzle design room to breathe across four modes: a 99-level solo campaign spread across temple environments, a dedicated 59-level co-op adventure built for two players side by side, a competitive Duel mode, and an Endless score-attack variant where you clear dice before the floor fills up. On paper that is a reasonable package for the price point. In practice, the friction accumulates fast. There is no undo button. There is no hint system. If you commit a wrong move twenty steps into a long puzzle, you restart the whole thing while your character shuffles back to the beginning at a pace that will try anyone's patience. The control sensitivity is also miscalibrated enough that accidental inputs happen regularly, which combines with the restart-heavy design into something genuinely aggravating. The Duel and Endless modes suffer separately: new dice drop in slowly enough that early game momentum feels stuck in first gear. Progress is also gated in the most old-school way possible: you must complete each difficulty tier before unlocking the next. No skipping a stuck puzzle, no jumping ahead to see something new. For the puzzle enthusiast with iron will, that might read as discipline. For anyone who plays games in short windows between other life, it reads as friction that the design did not need to impose. The terrain shifts every twenty levels or so, but the grid-to-grid variation stays narrow, and the sameness accumulates. If you have a kid, a sibling, or a patient partner who enjoys couch puzzle games, the co-op mode is the actual selling point here. The two-player adventure is purpose-built for it, and coordinating MagnetoGlove shoves with another person adds a communication layer the solo game lacks entirely. The Duel mode is a reasonable filler between friends in the same room. Online multiplayer is absent, so the moment both controllers are not in the same living space, most of the social value disappears. Rated Everyone, feels accurate.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscloud-savestier:indieSokoban-styleCouch Co-opGrid-Based PuzzleLocal DuelScore AttackFamily-Friendly PuzzleDice Mechanics

Requisitos del sistema

Mínimos

OS
Windows 7/8/10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
600 MB available space
Graphics
NVIDIA GeForce 8600 / GT, ATI Raedon HD 2600 XT
Processor
Intel Core2 Duo E8400, 3.0GHz or AMD Athlon 64 X2 6000+, 3.0GHz or higher
Sound Card
DirectX 9.0c comatible sound card with latest drivers

Recomendados

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
NVIDIA GeForce GTX 275, ATI Raedon 4770 Series or higher
Processor
2,4 GHz Quad Core CPU
Sound Card
DirectX 11 compatible sound card with latest drivers

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Información del juego

Desarrolladora
Void Games
Distribuidora
JanduSoft
Fecha de lanzamiento
30 oct 2020

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¿En qué plataformas está disponible Cube Raiders?

Cube Raiders está disponible en PC, Xbox.

¿Cuándo se lanzó Cube Raiders?

Cube Raiders se lanzó el 30 de octubre de 2020.

¿Quién desarrolló Cube Raiders?

Cube Raiders fue desarrollado por Void Games y publicado por JanduSoft.