
Cubin II is a first-person puzzle-platformer game that re-immerses you in the LGA experience. Complete the story by solving these 50 new experiments to finally escape from this terrible place.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Norwegian, Dutch, Portuguese - Portugal, Russian, Turkish +5 more
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What can I say... this sequel is really, really good. I didn't even notice the time passing it's so gripping. It took me almost three hours to finish my first playthrough (which, by the way, gave me chills at certain points), and now I've just started another one to explore the other endings. I highly recommend it!
Meilleur jeu 2026!
While it expands the story and collectibles, the game shifts heavily toward frustrating precision platforming and timing challenges, making it far less enjoyable for those who preferred the puzzle focus of the original. The story picks up right where the first one ended, this time with you, Player 422, one of the only two people who managed to complete every trial. Your reward is hardly a reward at all. You’re now a supervisor for the next player, locked inside a small control room filled with computer screens and absolutely no way out. At least you’re not completely alone. Alice, your unseen companion from the first game, is still with you, and together you try to figure out a way to escape the facility. The only way forward is by taking control of the next player while you remain trapped behind the screens. Most of the gameplay stays the same as before, so a lot of it feels familiar. The core mechanic still revolves around carrying colored cubes and placing them on pressure switches to activate doors, elevators, or other elements in the environment. The game assumes you’ve already played the first part, so it barely explains anything beyond how to pick up a cube. Figuring out that you need to place it on a switch is left to you, though it’s a fairly obvious first step. Right from the beginning, the game expects you to remember and use everything you learned earlier. For example, it never tells you that you still have a teleport ability. Using it sends you to a small control room where you can activate switches that affect the puzzle area, but only for ten seconds before you’re sent back. You also need to rely on one of the main tricks from the first game, stacking cubes to create steps, reaching higher areas, and then pulling cubes from below to keep building or move them where they’re needed. Just like before, you can grab cubes from a short distance, and that distance still matters for certain solutions, especially when you need to place a cube somewhere you can’t physically reach. Unfortunately, some of the same issues return. You still can’t adjust your reach or rotate cubes, which leads to frustrating moments. A cube can easily fall into an unreachable spot, forcing you to restart the entire stage. There are also times when dropping a cube from above should work, but awkward angles cause it to bounce away from the switch instead. Timing was already important in the first game, especially with delayed switches that forced you to move quickly while carrying cubes. The sequel pushes this much further. You now have to deal with disappearing platforms that require precise timing, often staying visible for less than a second. If you fail, you’re sent back to repeat a long setup sequence just to try again, which quickly becomes exhausting. Platforming plays a much bigger role this time. Some sections require running jumps where you have to aim at a distant cube and grab it midair at exactly the right moment. Others are even more punishing, with unpredictable air currents that fling you around while you try to grab cubes as you pass them at high speed. There’s one stage in particular that depends more or luck or near-perfect precision. Compared to the first game, which focused more on puzzles with some light platforming, the sequel leans heavily into precision and timing. The cubes start to feel less like tools for solving clever problems and more like objects you simply carry through difficult platforming sequences. Solving a room rarely feels satisfying, but more often it just feels like relief that it’s finally over. Because of this shift, it’s hard to recommend the game to players who are mainly interested in puzzles. One area where the game does improve is in its lore and collectibles. There are detailed letters hidden throughout certain stages that you can read later in the extras menu, adding more depth to the story. In addition, each of the fifty stages contains a small collectible cube. Most of them are fairly easy to spot, usually tucked behind objects or sitting in plain sight. However, the game repeats one of its biggest flaws. There’s still no stage select. Missing even a single collectible can ruin a perfect run, and with only one save file that constantly overwrites itself, there’s no way to go back. While the game encourages replaying for different endings or attempting a speedrun achievement that’s impossible because of game’s platforming sections, the overall experience drags on too long, and these additions don’t make it any more enjoyable.
absolute cinema
très bonne suite
Plus qu'un simple casse-tête, très intuitif avec une histoire intéressante à suivre...
Cubin II es la secuela directa del interesante título de Limsod Games, ofreciendo una experiencia centrada puramente en la resolución de rompecabezas en primera persona, con una clarísima y bien ejecutada inspiración en la mítica saga Portal. La Experiencia: La historia te sumerge nuevamente en las asépticas instalaciones experimentales de "LGA". El juego te lanza el desafío de superar 50 nuevas y complejas cámaras de pruebas. Para escapar de este encierro, deberás usar la lógica, manipular físicas, mover cubos, aprovechar plataformas propulsoras y colaborar con Alice, quien te acompañará a lo largo del recorrido. Además de pensar, en muchas ocasiones también se pondrá a prueba tu agilidad y control del movimiento (parkour). Lo mejor: Diseño de puzles: Las 50 salas están muy bien pensadas, la curva de dificultad es ascendente e introduce mecánicas nuevas gradualmente, exigiendo tanto lógica espacial como habilidad con los mandos. Múltiples finales: Tus decisiones y tu forma de interactuar durante las pruebas determinarán cómo concluye la historia, dándole un buen motivo para rejugarlo. Idioma: A diferencia de muchos juegos independientes pequeños, cuenta con la interfaz y los textos traducidos al español, lo que facilita seguir la narrativa. Puntos a tener en cuenta: Secuela directa: La propia desarrolladora recomienda encarecidamente jugar al primer Cubin (del cual también tienes reseña) para entender la historia desde el principio y familiarizarte con las mecánicas base, ya que esta segunda parte arranca asumiendo que ya conoces el entorno. Conclusión: Si disfrutas de títulos que te obligan a detenerte, observar la sala y estrujarte el cerebro antes de saltar (al más puro estilo Portal, Q.U.B.E. o The Talos Principle), esta propuesta independiente te dará unas cuantas horas de excelentes desafíos a un precio más que razonable. Valoración: 🧩 Diseño de Puzles: ★★★★☆ (Lógicos y satisfactorios) 🏃 Plataformas: ★★★★☆ (Exigen precisión y timing) 📖 Historia: ★★★☆☆ (Recomendable jugar al primero) 🗣️ Idioma: Textos en Español 💸 Calidad/Precio: ★★★★★ ¡Gracias por leer! Si eres desarrollador o quieres descubrir más joyas ocultas, puedes seguirme y contactarme a través de mi página oficial de Curator: https://store.steampowered.com/curator/45041832-Maestro-del-Pixel-Pixel-Master/
While this game has entertained me for almost 2 hours, it is extremely difficult, and the scaling of that difficulty really shows in the first levels. I'm no stranger to hard platformer games; however, the controls for gamepad don't work as well as they should. I've tried remapping, but it seems that sometimes my button presses don't register when I need them the most. You have to be utterly perfect, or just hope that your luck is high. For a puzzle game, there is quite a lot of platforming, to be honest—most of it being unfair and atrocious in level design, but I guess that matches the overall idea of the game. I understand the premise of the game: it's meant to look like an impossible experiment-type game, and I'm very sure the rest of the puzzles are solvable, but there should be a deliberate hook—which would be nice—to edge the player on to play more and more. If this was real life, I'd say the opposite, but this is a game. Let’s talk a little about graphics and some of the systems in this game... It’s an Unreal Engine game, and it has strange and broken lighting, shading, and reflections—but it runs well, and the physics of the blocks are good. The UI and other additional tutorial elements are not the best. I had to guess the controls most of the time before looking at the actual scheme in the menu. Navigating the UI with a controller is not great either. Other elements like dialogue and visual design are not satisfactory; they feel unfinished and lack detail. I know what you are gonna say: "It's an indie game, don't be so harsh—you wouldn't be able to do something like this yourself." Well, I actually am. Secondly, I rate games fairly regardless of whether it's indie, AAA, etc. This allows the creator(s) to get an unbiased review and use my constructive criticism to their advantage—unlike IGN. Anyway, I consider all aspects of the game, even if I don't finish it, which BTW I also use as a benchmark. Recommending this game after I got it for free would not do the developer justice. While I do commend the developer for actually trusting me to play their game and possibly review it—very brave—I do not give good reviews for free, and any future developers that wish to do the same should know that. If you think your game is good, however, I will gladly play it and tell you its worth. I can usually tell within the 10–30 minute range. Let MEGABONK be my proof—I even went ahead and bought that game. Overall, back to CUBIN 2: I don't think this is the sequel that players were expecting. It's in no way in the league of games such as Portal; it's basic and doesn't have much depth outside of difficulty and levels... I did appreciate the little collectible goodies like minicubes, though. It also lacks a bit of personality. I don't know if this game is trying to be mysterious, sci-fi, or something else entirely. I would rate this game a 5/10. It's not the best—it could be better refined over time—but personally, it lacks fun and that game loop that keeps players invested, even if the difficulty of the puzzles/platforming was easier. I see this as the developers’ DMC 2 of the series. The game reminds me of something that could be good, but is ultimately flawed.
This become a PARKOUR GAME , not PUZZLE GAME.
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