CubeWorld
Browser-based cube-surface action prototype (mobile controls + score-gated levels).
CubeWorld is A browser-based cube-surface action prototype with mobile controls, enemies, and score-gated level transitions. It’s built around a simple principle: keep the tool close to the operator. That means a dark-first interface, fast load times, and workflows that don’t require accounts, plugins, or cloud dependencies just to get started.
Rather than chasing an endless feature checklist, CubeWorld aims for a “suite utility” shape: small enough to stay understandable, but powerful enough to remove the most common bottlenecks. In the Warchief approach, you should be able to open a page, do the job, export cleanly, and move on—with the confidence that you can repeat the same steps tomorrow and get the same result.
At the workflow level, CubeWorld is meant to run locally and keep your work on your machine. That decision supports privacy, offline operation, and quick iteration. It also encourages a habit of shipping artifacts as files you can archive, duplicate, or hand to a collaborator without extra setup.
Key capabilities are intentionally practical: 1) Cube-surface movement with gravity reattachment across faces. 2) Mobile joystick + chase camera controls. 3) Enemies, projectiles, HP/respawn loops, and power-ups. 4) Score gates between levels (e.g., cube → pyramid). 5) Designed to be lightweight, browser-native, and responsive. The goal is not to imitate every feature of a giant suite, but to cover the 20% that unlocks 80% of day-to-day momentum—while keeping behavior predictable and easy to reason about.
Design-wise, the interface favors legibility and controlled density: you can see what matters without being overwhelmed. Controls are grouped by intent, defaults are conservative, and destructive operations are meant to be obvious. This is part of preserving ‘export hygiene’: fewer surprises at the end of a workflow.
This project is built for players and devs exploring novel ‘walk on a cube’ traversal and mobile-friendly action mechanics. It’s especially useful when you are working across devices—desktop, laptop, or phone—and you want consistent muscle memory. The same visual language repeats across tools, so once you learn one panel/btn pattern, you can transfer that knowledge to the next app.
Within the larger Warchief ecosystem, CubeWorld shares the suite’s dark UI sensibility and benefits from Warpaint/Warconvert for asset workflows. That ecosystem approach matters because it lets each tool stay focused: one app does intake, another does polish, another does conversion or packaging—yet the operator experiences it as one coherent workflow.
If you treat CubeWorld as a building block, it also becomes easier to automate around it: you can version artifacts, keep predictable filenames, and run repeatable checklists (open → verify → export). That’s the point of ‘operator-friendly’ software: it helps you stay in control even as the number of projects grows.
Current status: active phased development; upcoming work focuses on instancing/performance and interaction polish. The intent is to keep improving through phased roadmaps, adding power only when it can be delivered without sacrificing speed, clarity, and offline reliability. In practice, the best way to evaluate CubeWorld is to use it alongside real work for a week—the small tasks you normally postpone are the exact tasks this suite is meant to make painless.