Replicube is an open-ended programming puzzle game/toy about writing code to replicate 3D voxel-based objects.  Solve puzzles, pursue leaderboard glory, or just make art to share with the in-game community.

or

Replicube is everything that is fun and interesting about shader programming, simplified and disguised as a puzzle game

or

Replicube is Picross 3D but with coding :)

FACT SHEET

Developer / Publisher
Walaber Entertainment LLC

Release Date
April 2025 (planned)

Platforms
Steam (Windows, Mac, Linux)

Website
https://www.walaber.com/replicube

Price
TBA

Availability
Digital download from Steam for Windows, Mac, Linux
Steam Store Page: Replicube

Languages
English

Content Rating
Suitable for all ages.

File Size
~200MB

Press Contact
walaber@walaber.com

Social
Bluesky - frequent dev posts
Twitter - frequent dev posts
TikTok - frequent dev posts
Youtube - devlogs and longer video content
Twitch - live development streams

 


DESCRIPTION

Replicube is an open-ended programming puzzle game/toy about writing code to replicate 3D voxel-based objects.

SOLVE PUZZLES

The main content of the game involves trying to match a reference object by working out code that will replicate it.  There is no "right answer", if your code produces the same object, it's correct!

PLAY AROUND

You can always open the voxel tool in "free edit" mode and just play around, making whatever you want.  In addition to the main 3D voxel editor, there is also a bonus 2D image editor for writing code to generate 2D images and GIF animations.  You can even save your image creation as the background image in the "OS" interface of the game!

JOIN THE COMMUNITY

Every puzzle has 2 leaderboards, measuring source code size, and execution efficiency.  Often optimizing for one will be at the expense of the other.  If you enjoy trying to squeeze a bit more out of your code, the leaderboards are waiting!

There is also an in-game online forum where players can share their own voxel creations, and even challenge other players to try to recreate them, all presented in an old-school online forum wrapper.


EXPORT YOUR CREATIONS

Generated 3D voxel objects can be exported into common formats to bringing into other 3D creation tools.

Generated 2D images and animations can also be exported as png or gif for sharing online.






  • Open-ended coding based puzzles: if your code works, it’s correct!

  • Virtual “OS” theming and interface loosely inspired by early Graphical operating systems such as OS/2

  • Extremely full-featured in-game community features with leaderboards, forums, and sharing player-made creations

  • Tons of fun puzzles!

KEY FEATURES


TRAILERS AND VIDEOS

Announcement Video


SCREENSHOTS


ASSETS

High resolution trailers, screenshots, and logos can all be found here:


FAQ

This looks intimidating, do I need to know how to code to play?

If you’re not even remotely interested in coding, math, or computer graphics, you might not enjoy Replicube!

However, if you have any interest in these topics, you should find the game to be approachable and hopefully slightly educational, regardless of your pre-existing skill level.



What coding language is used in the game?

Replicube uses Lua as the coding language for solving puzzles and creating art in the game.


ABOUT THE DEV

A lifelong and constant creator, Tim (Walaber) found his calling in game development.  He majored in Film Studies at the University of Colorado Boulder, and also had a passion for computers from an early age.

In high school Tim learned how to program his own video games, and kept that up as a hobby through college and early work life in Japan, first teaching English and later working on a prime-time Japanese Television show as assistant director.

Tim got his start in the games industry in quality assurance at Disney, quickly turning that into a producer role, and eventually game designer.  There he started a mobile development team who went on to create Disney’s biggest early App Store successes "JellyCar" and “Where’s My Water?”  That led to more senior creative positions at both Disney and later NBCUniversal as Vice President, Games Creative, where he led a team of designers and artists who helped solve creative challenges for games, and pitched new game concepts.

Now a full-time indie, Tim has released titles under the name Walaber Entertainment (Pro Gymnast Simulator, JellyCar Worlds) as well as 1/2 of the indie studio Toyful Games (Very Very Valet).

He streams the development of his games live on twitch multiple times a week, and occasionally creates learning-oriented content on YouTube, and also teaches Game development at Art Center College of Design in Pasadena, CA.