CubeMason: Cube based Terrain Building, Breaking & Crafting System OFFICIAL SALE

CubeMason is a complete, ready-to-play voxel building, crafting and survival framework for PC and mobile. Drop a single prefab into an empty scene and you have a working game: procedural terrain streams in around the player, every block can be mined and placed, tools wear down as you dig, recipes turn loot into better gear, creatures roam after dark, and the world saves itself in the background.


Nothing is locked away. Every system ships as clean, commented C# source with no DLLs, and every value you would want to tune is an inspector field on one prefab — so you can reshape the game without opening a script.


World & Terrain

• Procedural voxel terrain with a seed, so the same seed always rebuilds the same world

• Chunk streaming that loads, unloads and regenerates chunks as the player explores

• Per-map ore distribution and a custom block list for biome decoration

• Trees and bushes generated on the surface

• 4 sample biome maps — Mixed, Forest, Desert, Snow — plus a main menu scene


Building & Mining

• Break and place any block, with reach, hit rate and tool damage all configurable

• Per-block health with a crack overlay that deepens as damage lands

• Loot pickups that spawn from broken blocks and drift to the player

• Hazard blocks that damage the player on contact, ready for lava and traps

• Pickaxes and swords with durability and per-tool damage values


Inventory & Crafting

• Hotbar inventory with mouse wheel, number keys, gamepad shoulders and touch selection

• Held items switch in the player's hand automatically

• ScriptableObject crafting recipes created straight from the Assets menu

• Crafting panel with recipe list, ingredient preview and result slot

• 6 sample craftable tools and weapons across wood, stone and iron tiers


Survival & environment

• Full day/night cycle with moving sun, ambient shift, skybox exposure and an in-game clock

• UnityEvents fired at sunrise and sunset for your own spawn waves, music or quest triggers

• Night lights that switch on and off on their own

• Random rain weather

• Creature spawner with population cap and a spawn ring around the player

• Creature AI that wanders, chases, attacks, climbs one-block ledges and routes around walls

• Enemy and neutral creature behaviour, night-only spawning and daylight despawning

• Health and stamina with sprinting that actually costs something


Player, UI & audio

• First-person controller with walk, sprint, jump and gravity

• Animated first-person hand that reacts to movement and mining

• HUD with health and stamina bars that scale to whatever maximums you set

• Pause, settings and game over panels, wired and ready

• Settings menu for look sensitivity, quality level and sound, saved between sessions

• Minimap with zoom, rendered from a second top-down camera

• Main menu with New Game, Continue, Settings and Quit


Saving

• Automatic saving of everything the player builds and destroys

• Because terrain is seed-deterministic, only the player's changes are written, keeping save files small

• Saves flush on quit and when a mobile app is suspended, so progress is never lost

• Separate named worlds, one per map if you want them.