2026-07-06

Cube Worlds gets a real website

Until recently, Cube Worlds lived almost entirely inside Telegram. The game itself still does — that is by design — but for the first time the project now has a proper public-facing home at cubeworlds.club.

What we built

The site is a static multi-page landing generated from HTML fragments and Markdown content. No JavaScript framework, no bundler for the pages themselves — just a small Node.js generator (about 200 lines) that reads page fragments and Markdown files, wraps them in a shared layout, and writes clean-URL index.html files to dist/.

The pages that shipped:

The generator

Building a custom static generator for a site this size took less effort than configuring any off-the-shelf SSG to do exactly what we needed. The generator has three moving parts:

1. Front-matter parser — a 20-line YAML-lite parser that strips and parses the --- block at the top of each file. 2. Markdown renderer — a minimal converter handling headings, bold, italic, inline code, code blocks, links, and lists. No dependency on marked, remark, or any heavy AST pipeline. 3. Template renderer — a {{slot}} substitution pass that drops page content into the shared layout with the correct nav active state.

The build runs in under a second. The output is a folder of plain HTML files with no client-side routing required.

Where the game is heading: the road to v3

Phase C (Arena + Raids) shipped earlier this year — async-snapshot PvP, a unified Match engine, the ELO ladder, and resource plunder. That closed out the core game loop: build → progress → compete → earn.

The next milestones on the road to v3:

1. Live metrics API. The stat tiles on the home and investors pages should show real numbers, not hardcoded ones. A small read-only API endpoint — gated behind a cache layer and served through the same Fastify backend — will replace the fallback values. 2. Faucet enable. The expedition CUBE faucet has been wired but intentionally off until the three sinks (energy refill, weight-boost, tournament entry) were confirmed live. They are. The flip will go out in the v3 release. 3. Phase D — clans, trading post, Stars-gated gacha. The next gameplay expansion: clan system, equipment trading post (5% CUBE burn on every trade), and Stars-based hero gacha for the players who want to skip the recruitment grind. 4. Contract deploy + audit. Castle and Hero NFT collections are wired in code; the contracts need to be deployed to mainnet and the addresses set in config before the mint runners activate.

This site is the last piece before v3 ships. Everything else is in code — it just needs the switches flipped in the right order.


Development questions or feedback? The fastest path is @babin on Telegram.

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