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A science fiction RPG
in a galaxy made of blocks
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Scenario, adventure, evolution, construction ... More Information A music that serves the story Listen

Textures on our blocks!

2015-10-07 Artistic
When the color is not enough ... there are textures!

Our gameplay based on a frequent material handling requires textures on blocks in order to read quickly and accurately the materials of the world.



This textures work has started to be implemented to distinguish the major material families (wood, rocks etc). Brightnesses and other relief textures also bring informations to discern rarer materials or higher level materials.

More info soon.
Wonder B

A wild musician appears

2015-10-01 Artistic
It’s my turn to post my first news on the web site! You already know me as a freelance composer, but today I join the team at Cubical Drift’s office to work tightly with the developers.


As a sound director, my job is to design music and sounds to produce the most convincing and coherent sound atmosphere possible. Be on the lookout for the new sounds in the upcoming release…

Items, item families and statistics

2015-09-29 Development
Ok almost everyone has posted a news about his work, it’s time I get on with it…

In the past weeks I’ve been working on a new feature of the game: the crafting system. A first step was to extend the concept of item in order to make the crafting system interesting and to convey an idea of progression.

Item tooltip

New items stats:

  • Rarity: indicates both the difficulty to find an item, and its value. There are 6 rarity values: Common, Uncommon, Rare, Epic, Legendary and Artifact. A specific color has been associated to each rarity.
  • Primary family: Items can belong to multiple families, among which, one is considered its primary family and is displayed in the tooltip.
  • Tier: represents the evolution between items. In the upcoming release there will be 3 available tiers.
  • Crafting material: indicates whether or not this item is used as an ingredient in a crafting recipe.

Of course there are still other statistics depending on the item’s type, like damage, associated projectile and number of rounds per minute for weapons.

Biome classification

2015-09-25 General, Development
In between the years when the oceans drank Atlantis and the rise of the Sons of Aryas, there was an age undreamed of... Err, yes but no... There was an age with a lot of brand new shiny biomes, much better.

But when/where/who/what biomes?

As of today, fauna and flora mainly define a biome. That’s why koalas live mainly in australian eucalyptus forests and are strangely inconspicuous in the Gobi desert.

And you may wonder how to choose a biome location in a world made of tiny blocks?

First off, I have selected the 9 most typical biomes, based on the dozens of existing biomes on our good ol’ planet: hot and cold deserts, steppes and 4 kind of forests.

Next, we can determine the biome using a simple matrix combining both average annual temperature and relative humidity.


Finally, we just need to know the temperature and humidity at a specific location on the Earth cube to generate the corresponding biome. But it’s another story.

To be continued...

Something spicy!

2015-09-22 General, Artistic
Like you already know, I’m in charge of Planets³ website development... but not only!
What you don’t know is that sometimes I leave my web code to work a little bit on the game.
Yeah, since Reymantha has been syntonized, someone has to integrate the new 3D assets in the Unreal Engine!

So, because I’m soooo generous, I’ll disclose some of the new elements you’ll be able to find in game:

On the menu today, I suggest:
  • The 2 cactus soup (spicy at will)
  • Omelet with ceps (and peacock eggs)
  • Pine nuts for dessert (hmm, crunchy…)

And of course bon appetit!
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