Compare Cybercube prices across 50+ stores and find the best deal. Developed by EGAMER. Published by SA Industry. Released on 10/10/2017. Available on PC, Mac, Linux. Genres: Action, Casual, Indie.

A bite-sized reflex platformer across 100 obstacle-filled levels that Steam players have quietly rated Very Positive. Know what you're paying for and you won't be disappointed.

I kept my expectations deliberately low when I sat down with Cybercube, and that turned out to be exactly the right posture. This is a micro-scale reflex platformer built around one very simple idea: you are a cube, the world wants you dead, survive anyway. What surprised me is how much mechanical texture EGAMER managed to stitch into that premise across 100 levels. Each stage introduces a different wrinkle on the obstacle formula, layer-switching that flips your spatial logic upside down, forced direction changes that make you re-read the screen in real time, and straight-up kill zones that demand clean timing. None of it is revolutionary, but the rotation of ideas keeps the campaign from feeling like a single trick stretched too thin. The visual presentation leans into neon-lit, color-saturated backgrounds that shift in character as you progress. They serve the same function a good soundtrack does in an abstract game: they give each cluster of levels its own small identity and stop the whole thing from blurring into a grey smear of repetition. Speaking of soundscape, the audio is understated but fitting. It does not try to be atmospheric in the way a lo-fi puzzler might, but the rhythm of the music maps reasonably well to the rhythm of restarting a failed level and going again. There is something almost meditative about it if you find your groove. The honest friction here is in the ceiling, or lack of one. Cybercube does not have the sadistic escalation of a Geometry Dash or a Super Meat Boy. Players who arrive hoping to be humbled over dozens of hours will move through the content faster than they expect. Community playtime data puts the average run somewhere around five to six hours with moderate achievement hunting, which aligns with what the level count suggests. The achievement system itself carries a known bug history too: a "Get All Achievements" meta-trophy has had persistent unlock issues, with community threads flagging broken death-counters and score meters at various points in the game's life. That roughness is real and worth knowing before you commit to a completionist run. What Cybercube is best at is the fifteen-minute session. Pull it up, run a cluster of levels, close it. It carries the same low-friction appeal as a mobile endless runner but with just enough mechanical variety and unlockable cube cosmetics to give progression some weight. It sits comfortably alongside other SA Industry catalog titles aimed at quick, cheap, unpretentious play. If you arrive expecting handcrafted indie artistry or deep score-chasing systems, you will leave underwhelmed. If you arrive expecting a clean, bright obstacle-dodger that respects your time and does not overstay its welcome, Cybercube mostly delivers. Kai, Scout Team

Cybercube
ActionCasualIndie

Cybercube

Oct 10, 2017EGAMERSA Industry
GamerScout Says

A bite-sized reflex platformer across 100 obstacle-filled levels that Steam players have quietly rated Very Positive. Know what you're paying for and you won't be disappointed.

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About Cybercube

I kept my expectations deliberately low when I sat down with Cybercube, and that turned out to be exactly the right posture. This is a micro-scale reflex platformer built around one very simple idea: you are a cube, the world wants you dead, survive anyway. What surprised me is how much mechanical texture EGAMER managed to stitch into that premise across 100 levels. Each stage introduces a different wrinkle on the obstacle formula, layer-switching that flips your spatial logic upside down, forced direction changes that make you re-read the screen in real time, and straight-up kill zones that demand clean timing. None of it is revolutionary, but the rotation of ideas keeps the campaign from feeling like a single trick stretched too thin. The visual presentation leans into neon-lit, color-saturated backgrounds that shift in character as you progress. They serve the same function a good soundtrack does in an abstract game: they give each cluster of levels its own small identity and stop the whole thing from blurring into a grey smear of repetition. Speaking of soundscape, the audio is understated but fitting. It does not try to be atmospheric in the way a lo-fi puzzler might, but the rhythm of the music maps reasonably well to the rhythm of restarting a failed level and going again. There is something almost meditative about it if you find your groove. The honest friction here is in the ceiling, or lack of one. Cybercube does not have the sadistic escalation of a Geometry Dash or a Super Meat Boy. Players who arrive hoping to be humbled over dozens of hours will move through the content faster than they expect. Community playtime data puts the average run somewhere around five to six hours with moderate achievement hunting, which aligns with what the level count suggests. The achievement system itself carries a known bug history too: a "Get All Achievements" meta-trophy has had persistent unlock issues, with community threads flagging broken death-counters and score meters at various points in the game's life. That roughness is real and worth knowing before you commit to a completionist run. What Cybercube is best at is the fifteen-minute session. Pull it up, run a cluster of levels, close it. It carries the same low-friction appeal as a mobile endless runner but with just enough mechanical variety and unlockable cube cosmetics to give progression some weight. It sits comfortably alongside other SA Industry catalog titles aimed at quick, cheap, unpretentious play. If you arrive expecting handcrafted indie artistry or deep score-chasing systems, you will leave underwhelmed. If you arrive expecting a clean, bright obstacle-dodger that respects your time and does not overstay its welcome, Cybercube mostly delivers. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Obstacle DodgerReflex PlatformerShort-FormCosmetic UnlocksLayer-SwitchingAchievement HuntingNeon Aesthetic

System Requirements

Minimum

OS
Windows XP,7,8,10
Memory
256 MB RAM
DirectX
Version 9.0c
Storage
700 MB available space
Graphics
256 MB
Processor
2 GHz

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Game Info

Developer
EGAMER
Publisher
SA Industry
Release Date
Oct 10, 2017

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What platforms is Cybercube available on?

Cybercube is available on PC, Mac, Linux.

When was Cybercube released?

Cybercube was released on 10 October 2017.

Who developed Cybercube?

Cybercube was developed by EGAMER and published by SA Industry.