Compara los precios de Story of a Cube en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por TinyAtomGames. Publicado por TinyAtomGames. Lanzado el 4/3/2016. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie.

A handcrafted micro-arcade from a two-person Swedish studio that packs bullet-dodging, maze-crawling, and chapter bosses into a tight geometry-wars-adjacent package. Small but deliberate.

I have a soft spot for the kind of game that fits inside a single developer's imagination and doesn't apologize for its scale. Story of a Cube is exactly that sort of thing: a retro pixel-art shooter built by a tiny Swedish outfit called TinyAtomGames, structured around six chapters of increasingly chaotic top-down combat and wrapped in an abstract visual language that feels like a geometry lesson gone wonderfully wrong. The premise is paper-thin but oddly charming. Circles invaded, kidnapped your family, and left a weapon behind. So you pick up that weapon and you use it against them. That is the whole story, and the game knows it, leaning into the absurdity of geometric geopolitics with just enough deadpan commitment to make you smile. What actually holds the thing together mechanically is the twin-stick foundation. You move independently from where you aim, the mouse does the shooting in any direction, and the mazes you navigate are packed with turrets, spiked walls, and enemies that force you to think a step ahead rather than just spray. Weapon upgrades can be found along the way, nudging the cube's starting pistol toward faster fire and higher damage, which gives each chapter a small but satisfying arc of power. The bullet-countering mechanic is where the game earns its bullet-hell badge. Shooting incoming projectiles out of the air is not just a gimmick here; it is a survival tool that the game slowly conditions you to rely on. Combined with a time-slow ability that gives you a brief window to read the screen and dodge, the combat has a rhythm to it that rewards patience over panic. Three difficulty settings mean you can calibrate that pressure to taste, though the nine-life pool shared across the whole run gives even the easier modes a low-grade tension that keeps you honest. Checkpoints within the maze sections stop the difficulty from tipping into genuine cruelty. Boss fights cap each chapter and are the clearest sign that TinyAtomGames had a specific vision: missile swarms, crushing walls, multi-phase patterns. For a sub-six-dollar indie from 2016, the boss variety punches above its weight. The weaknesses are real and worth naming. The Steam community page surfaces a known black-screen launch bug on some systems requiring a -force-opengl workaround, which is the kind of friction that a decade-old Unity title accumulates and has never fully resolved. Controller support is listed as partial, and WASD players have noted that the default control feel needs adjustment. The game has fewer than ten user reviews on Steam after nearly a decade, meaning you are essentially going in with no crowd wisdom to lean on. The soundtrack, credited to a collaborator called Bocuma and tagged by the community as genuinely great, is available on Bandcamp separately if you want to sample the vibe before committing. For a game this short and this quiet in the discourse, the music is the most consistently praised element and it shows: the atmosphere it builds inside what could have been a sterile abstract world is the clearest mark of genuine craft. Who is this for? Arcade-era players who want a complete, self-contained experience with a clear beginning, middle, and end. People who appreciate a small game that knows exactly what it is. Anyone curious about the geometry-shooter corner of indie history who hasn't yet stumbled on this one. It is not a game that will change your life, but it is a game that was made with care by people who had something specific to say and said it cleanly. Kai, Scout Team

Story of a Cube

Story of a Cube

4 mar 2016TinyAtomGames
GamerScout opina

A handcrafted micro-arcade from a two-person Swedish studio that packs bullet-dodging, maze-crawling, and chapter bosses into a tight geometry-wars-adjacent package. Small but deliberate.

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I have a soft spot for the kind of game that fits inside a single developer's imagination and doesn't apologize for its scale. Story of a Cube is exactly that sort of thing: a retro pixel-art shooter built by a tiny Swedish outfit called TinyAtomGames, structured around six chapters of increasingly chaotic top-down combat and wrapped in an abstract visual language that feels like a geometry lesson gone wonderfully wrong. The premise is paper-thin but oddly charming. Circles invaded, kidnapped your family, and left a weapon behind. So you pick up that weapon and you use it against them. That is the whole story, and the game knows it, leaning into the absurdity of geometric geopolitics with just enough deadpan commitment to make you smile. What actually holds the thing together mechanically is the twin-stick foundation. You move independently from where you aim, the mouse does the shooting in any direction, and the mazes you navigate are packed with turrets, spiked walls, and enemies that force you to think a step ahead rather than just spray. Weapon upgrades can be found along the way, nudging the cube's starting pistol toward faster fire and higher damage, which gives each chapter a small but satisfying arc of power. The bullet-countering mechanic is where the game earns its bullet-hell badge. Shooting incoming projectiles out of the air is not just a gimmick here; it is a survival tool that the game slowly conditions you to rely on. Combined with a time-slow ability that gives you a brief window to read the screen and dodge, the combat has a rhythm to it that rewards patience over panic. Three difficulty settings mean you can calibrate that pressure to taste, though the nine-life pool shared across the whole run gives even the easier modes a low-grade tension that keeps you honest. Checkpoints within the maze sections stop the difficulty from tipping into genuine cruelty. Boss fights cap each chapter and are the clearest sign that TinyAtomGames had a specific vision: missile swarms, crushing walls, multi-phase patterns. For a sub-six-dollar indie from 2016, the boss variety punches above its weight. The weaknesses are real and worth naming. The Steam community page surfaces a known black-screen launch bug on some systems requiring a -force-opengl workaround, which is the kind of friction that a decade-old Unity title accumulates and has never fully resolved. Controller support is listed as partial, and WASD players have noted that the default control feel needs adjustment. The game has fewer than ten user reviews on Steam after nearly a decade, meaning you are essentially going in with no crowd wisdom to lean on. The soundtrack, credited to a collaborator called Bocuma and tagged by the community as genuinely great, is available on Bandcamp separately if you want to sample the vibe before committing. For a game this short and this quiet in the discourse, the music is the most consistently praised element and it shows: the atmosphere it builds inside what could have been a sterile abstract world is the clearest mark of genuine craft. Who is this for? Arcade-era players who want a complete, self-contained experience with a clear beginning, middle, and end. People who appreciate a small game that knows exactly what it is. Anyone curious about the geometry-shooter corner of indie history who hasn't yet stumbled on this one. It is not a game that will change your life, but it is a game that was made with care by people who had something specific to say and said it cleanly.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Abstract AestheticBoss Per ChapterBullet CounteringTime Slow MechanicMaze ShooterMicro IndiePartial Controller SupportWeapon Upgrades

Requisitos del sistema

Mínimos

OS
Windows 7/8/10 32 or 64 bit
Memory
512 MB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
Intel HD4000 or better
Processor
1.6 GHz
Sound Card
Direct X 9 compatible sound card or better

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Información del juego

Desarrolladora
TinyAtomGames
Distribuidora
TinyAtomGames
Fecha de lanzamiento
4 mar 2016

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¿En qué plataformas está disponible Story of a Cube?

Story of a Cube está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Story of a Cube?

Story of a Cube se lanzó el 4 de marzo de 2016.

¿Quién desarrolló Story of a Cube?

Story of a Cube fue desarrollado por TinyAtomGames.