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Cube FoundryNewsCube Foundry — v1.7.0 — The End?
Major update

Cube Foundry — v1.7.0 — The End?

Cube Foundry · published 9 May 2026, 04:14 UTC · build 23156681

All newsPlayers around this dateRead on Steam

CubeFoundry — v1.7.0 — The END ?

Five weeks (-Ish) of work since 1.6.11. The headline is performance — the game now uses every core your CPU has — but on top of that there's nearly a New game.


Highlights

  • True multi-core. Late-game stutter is gone. FPS went from ~7 to 30-50 average; main-thread blocking dropped 87%.

  • Garden minigame. Grow plants, brew potions, spend them on time-skips, tick boosts, and CPS surges.

  • Card system. Each NG+ run draws cards that shake up the rules. OP cards retuned and NG+ scaling now visible at draw time.

  • Cosmic Codex prestige page. Full glass-morphism rewrite, with a cooldown timer, affordable-count badge, and trimmed tooltip animation.

  • Prestige is strategic again. 5-minute cooldown, refunds on reset, and a new power-based award system reward growth, not spam.


Performance — True Multi-Core

The four-phase worker-pool rebuild that gives this update its name.

  • Phase 1 — async/await fix. Workers now actually process tasks (the old fire-and-forget left them idle). FPS jumped immediately.

  • Phase 2 — observability. Per-task-type metrics, queue depth, wait time, 30-second health reports, slow-task detection.

  • Phase 3 — cached automation prep. Upgrade payload now cached and invalidated by purchase count. Prep time dropped from 30-50ms to under 1ms.

  • Phase 4 — backpressure. Queue grew from 100 to 300 tasks; low-priority tasks drop adaptively above 70% pressure; CPS, CPC, and prestige tasks never drop.

On top of the worker pool:

  • GPU transform feedback particles (WebGL2) with a SIMD CPU fallback for older hardware

  • FrameBudgetManager enforcing a 60 FPS budget per frame

  • Eight-phase late-game lag fix addressing render and compute bottlenecks at extreme generator counts

  • Cube counter throttled to ~20 Hz, viewport-gated affordability checks, structured DOM counters

  • Autobuyer: lower purchase frequency, bulk cap, stronger diminishing returns, cooldown

  • Prestige page dropped its multi-LOD card system and locked to the "mid" variant

  • Three.js startup optimized; DOM cleanup batched; noisy performance warnings disabled


New Content

  • Garden minigame — modular system with plot management, plant growing, direct potion brewing, save/load

  • Potions — four tiers (Minor, Common, Rare, Epic); enlarged inventory; polished HUD tooltip; previously-unwired effects fixed; magnitudes rebalanced

  • Card system — drawn cards, OP card tuning, NG+ scaling shown at draw time

  • Slot machine minigame — slot spins now show why a spin didn't match

  • Tutorial / FTUE overhaul — welcome cinematic with crossfade, letterbox, and a WebGL shader; page-specific walkthroughs for prestige and NG+; return-from-prestige tutorials; typewriter text; condition-based pacing; smooth animations; always-visible skip


UI / UX

  • Cosmic Codex prestige page — full glass-morphism rewrite, summary modal and tooltip restyled, cooldown surfaced in the tooltip, affordable-count badge, breathing animation pauses on hover

  • Top bar — Rajdhani font, glow effects, suffix separation; de-boxed CPS; prominent cube counter with ambient pulse and hover lift; NG+ palette swapped to amber; Orbitron for CPS/CPC; responsive font-size via clamp(); centered count during the letterbox welcome

  • Generator cards — tier color palette, tier-based grouping with jump-nav, expand/collapse-all, tier labels

  • Upgrade cards — tag-driven layout, tighter typography, localized tag chips, sharpened tooltips, tag/description mismatches fixed across 14 locales

  • Mastery cards — buff badge tiered by multiplier magnitude; MAX and Apply buttons stay inside the card on narrow layouts

  • Settings — sections regrouped, dead UI Quality and DLC theme block dropped, UI scale decoupled from graphics quality

  • Garden UI — full-wrapper canvas, per-plant sell mastery, X-close, shop scroll, responsive canvas

  • Removed — prestige and NG+ confirmation dialogs (no more pop-ups in the way); upgrade auto-buy subsystem (generator auto-buy kept)

  • Polish — cube outline cleanup, Decimal count-up animations, transition durations tuned


Balance

  • Generators — progressive baseCps rebalance for gens 1-101; late-game cost and CPS exponents compressed; baseCost restored; mini_foundry_1, cube_factory_1, and singularity_forge_1 retuned; early-purchase cost penalty softened for the first two generators

  • Prestige — 5-minute cooldown blocks back-to-back prestiges; refunds on reset; new power baseline and power-based award scaling; combined dampener (P^0.92) on CPS multipliers, softened as NG+ cycles climb

  • NG+ — passive cycle bonus, active multipliers, and NGPP decay all rebalanced; 250 NGPP floor guaranteed; cycle spread tuned

  • Upgrades — 1e50-1e75 CPS band rebalanced, sparse 1e100-1e400 zones filled, smaller combo steps, 13-locale sync

  • Autobuyer — configurable interval, speed and diversity rebalance, diversity bonus added, deferred Category Boost click work, consolidated NG+ autobuy upgrades


Localization

  • 13 locales kept in sync across every new system

  • Upgrade impact tooltips localized into 13 locales

  • Mastery MAX label across 13 locales


Steam

  • Updated All the achivement titles and description

  • Updated the Page and screenshot


Notable Fixes

  • DecimalSource coercion fixed in setCurrentCubes and formatHeaderPoints

  • Generator render cache invalidates when state.generators is replaced

  • effectHandler now uses bigNumber.mult instead of native *

  • Tutorial positioning corrected; unlock delay shortened; missing tutorials restored

  • Tutorials and notifications now pause during minigames

  • Mastery card buy buttons fixed; right-side dead band removed

  • Garden honors host canvas scaling


Thanks for playing.
-Jabran

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