World of Towers VS. Cubes
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completed
92 ratings
Posted February 20, 2026. Updated February 22, 2026. Played 4166 times for a total of 5311 hours.
description
Welcome to World of Towers VS. Cubes
A journey through 5 different worlds where you face endless hordes of enemies along the way!
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Defeat cubes to gain experience and resources and spend it on permanent upgrades.
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There's many different ways to upgrade, such as a talent tree, a workshop, a soul tree and more.
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Mine crystals in the worlds to upgrade your walls and towers.
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Clear waves of enemies and claim rewards when reaching wave milestones.
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Endgame content includes near infinite upgrades, and there's also some extremely powerful endgame upgrades that improves gameplay in various ways, such as faster waves, auto-building and stat scaling.
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Each world has a leaderboard to see who has reached the highest wave.. How many can you clear?
Join the Discord Server
Discord: https://discord.gg/j3Kv4aBbHp
Feel free to share your progress, talk about anything or just lurk around.
Everyone is welcome to join :)
How to Play
Movement: WASD or LMB (Left Mouse Button)
Building: Space or RMB (Right Mouse Button)
Zoom Camera: Scroll wheel
Rotate Camera: Q and E













newest comments
One thing I would suggest is explaining how to unlock mastery upgrades and how to get mastery points as nothing is explained about that ingame, although I read your comment that updating it might kill everyone's saves, which I wouldn't mind as it only took 8 hours to 100%, but I understand that people would get upset at that. I also think that when you get to endgame the Qa and Qi on damage is too big compared to the smaller numbers so you could tone that down a bit, and as an optional nerd bonus, how much damage you do in a run shown at the end.
openresty" is this cus of the cube or asset stuff (i am like a bit thru the game and it just started doing this)
but anyone know why?
Honestly, I want to play more but it's getting too boring and slow to progress farther. If you do update the game, could you increase the base maximum game speed, increase the maximum game speed from wave rewards, and/or adjust the wave goals for each wave goal? I say this last point because clearing wave 50 is a huge time jump from clearing wave 10.
developer response: Thanks for the valuable feedback. The early game feels a bit slow yeah. You're very close to the point of it going faster though. Once you unlock endless mode for a world, the base duration of a wave goes from 30->10 seconds. And there's a way later to reduce this to 3.33 seconds. And getting the max speed of 300%, you reduce this to 1.11 seconds in real time. So things really speed up later.
But I agree, the early game is slow. However, I fear increasing it would make the game beatable in just a few hours, and incremental games usually last a lot longer than that. It's a give and take, and balancing this is very difficult. Thank you for playing the game :)
top comments
Sidenote: Could you make it so that the Galaxy site expand mode actually fits? It would make the game feel better over here.
developer response: Thank you for the comment, I might port it to Steam someday when I get the time. I've worked a long time on the game and would like to start a new project, and making any changes unfortunately would result in people's saves getting reset (since everything is saved in cache). So unless it's absolutely necessary, I won't update the game before an eventual Steam port. Hope you understand and thank you for playing the game :D Any future release would just contain fixes, and no more additional content.
There is a solution for this however, which I didn't research before releasing. But, deploying a fix for this would also reset progress for the same reason. But I would be able to update later without any issue, after the first reset and fix is deployed.
So I have 2 choices:
1. Update the game. This would reset everyone's progress now, but enable me to update more in the future without destroying saves.
2. Leave the game as it is, no more updates, and everyone keeps their progress they have now.
I was leaning towards #2, since I am currently drafting and working on a new project. But I also want to fix all the things you are asking for, and work on improving performance. There's no plans for adding more content however, that's time I'd rather spend on the new project. Thanks for the understanding, and I am so happy that you like it :)
If I had any suggestions, I'd probably consider a challenge/achievement system where you could play worlds, the game, or segments of the game under certain restrictions. Sort of how Mastery upgrades are locked behind certain thresholds. I'd also consider more menu options such as lowering or removing visual effects for deep runs.