MEGACUBE 2.0

Main game

MEGACUBE 2.0

A world that begins with a segment.

MEGACUBE 2.0 is the first game in the universe. Play as Neo: run across platforms along the living cube wall, time your jumps and reach checkpoints. The first route is in development; the descent and labyrinth are planned. Extensive customization of Neo’s appearance is planned.

In development

MEGACUBE 2.0
Concept art / world vision

MEGACUBE 2.0 / Unity version footage

A first look

MegaCube Runner is the first way into MEGACUBE: a run across platforms alongside a living wall. In the story concept, the route then leads inside the cube, where the world changes and someone watches the hero. In the future, players will be able to leave their own mark here.

Level one is being ported to Unreal Engine. The descent and horror labyrinth are planned.

Screenshots
LOADING SCENE / UNITYCOMING SOON
A short edit of the Unity loading scene. This scene is not yet complete in the current Unreal project.

MEGACUBE 2.0 / DEVELOPMENT

Development MEGACUBE 2.0

Godot → Unity → Unreal: the main game’s history, gameplay, loading scenes and segment creation. Materials from different stages are collected here, with archive images clearly marked.

MEGACUBE 2.0 segmentModel workbench footage in Blender · Materials from 8 October 2026

Editor footage showing a model and its inspection. Gameplay is not shown here.

03 — THE JOURNEY

Months
behind every
frame.

At least 227 days of documented work, from February 10 to September 25, 2026. An earlier start date has not been verified.

MEGACUBE did not come together in one sprint. The game moved through a working Godot version, development in Unity and the current staged port to Unreal. Every transition meant preserving what had already been built: the route, platform behavior, segment logic, screens, characters and the feel of movement.

Sometimes the result looked ready, yet hours of checks remained: whether coordinates matched, an image stayed on the wall, checkpoints worked and the game launched on a phone. Behind the striking visuals are revisions, tests and the choice to preserve what already worked.

That journey continues. This page shows both the game’s visual direction and its current development status.

2026 Godot: first Git snapshot19.06.2026 Unity: project architectureSeptember 2026 Unreal: port and parity checks
04 — PROJECT STATUS

Coming soon.

Based on project records as of September 25, 2026.

01 / IN CODE

World foundations

Models for the grid, local purchases and path have been ported. A technical render of the segmented wall has been produced on PC.

02 / IN PROGRESS

Level one

Unreal has the route, basic Runner movement, coins, falling and checkpoints. The complete play flow and visual parity are not yet verified.

03 / NOT VERIFIED

Finished game

A full launch, playthrough and phone run after the latest changes have not been verified. No release date has been announced.

3D MODELS / BLENDER

Platforms in motion.

A short view of three platform models from the project’s working Blender scene. This showcases 3D assets, not finished gameplay footage.

07 — GET THE GAME

Get the game.

The game is still in development. A direct download and store links will appear here after a verified release.

01 / APK

Direct download

Installation file from this site.

COMING SOON
02 / GOOGLE PLAY

Google Play

The game page on Google Play.

COMING SOON
03 / CHINA

App stores

Links to app stores for China will appear after release.

COMING SOON
04 / iOS

App Store

A link to the iOS version will appear after release and verification.

COMING SOON

MEGACUBE 2.0 world & materials