Skip to content
Geeky Alien
Huecube

Screenshots

Huecube screenshot 1
Huecube preview trailer trailerWatch trailer on Steam ↗

Huecube

Riley J Gray · Published by Riley J Gray

Last updated 27 Sept 2026

Huecube is a puzzle platformer with fluid movement about shifting colours and manipulating time to reach the goal. Features an in-built level editor with Steam workshop support.

Free to PlayComing SoonDJCTQ lSteam Workshop

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Indie, Casual · More free games

Navigate through colorful levels by shifting hues and altering time in Huecube. Create and share your own levels via the in-built editor from indie developer Riley J Gray.

About this game



Roll, bounce, and slam your way through various handcrafted levels in this puzzle-platformer adventure!

Huecube features:

  • Puzzles & Platforming -- Play it your way!
    Some levels offer more movement-centric challenges, some more focused on head-scratching conundrums, and others a mix of both! Pick and choose which levels you tackle! In Huecube, you aren't forced to complete every single level to progress.

  • Level editor + Steam workshop
    With an integrated and robust level editor, you can create your very own full-fledged Huecube levels which can be optionally shared on the Steam workshop!
    Not into making your own levels? You can try your hand at completing other levels made by the community instead!

  • Easy to pick up, fun to master!
    With few movement controls, it's easy to get into! Move laterally, jump, and slam -- that's all! Enough practice and you can turn simple moves into an advanced repertoire of sequences.

  • Satisfying and fluid movement!
    Chain together slam jumps into wall bounces, or gather speed and use the start of your slam move for extra distance!

  • Collectibles
    Throughout each level are optional collectibles scattered about. They may demand a tricky jump, or to think outside the box. Challenge yourself and try and get them all!

  • Skins
    Steam inventory integration - When you play you may acquire various cosmetic skins for your colourful cube!

Don't forget to add Huecube to your wishlist!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 or better
  • Memory: 4 GB RAM
  • Storage: 300 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English, German

Latest news

  • AnnouncementsOfficial

    Developing Huecube: Simplifying the Colour Guide

    The Colour Guide Extremely early on in Huecube's development I put together the Colour guide -- A HUD element that is designed to convey information about the current colour of the player cube, and help discern what colours it can become. The original design The first iteration of the Colour guide I strived to make it look satisfying and simple, and in my view it perfectly illustrated what I intended it to do. It shows every colour in a compass-like arrangement, and the colour that the cube is currently will be rotated to show under the centre arrow. {STEAM_CLAN_IMAGE}/44708769/3ee151549378a26ac6cd943659e9110e83ae0691.gif When you were any primary colour (red, green, or blue), the colour guide would show the two compound colours you could become from this one. The way it was handled was by showing a slight colour-glow near the edge of the colour you wanted to be, for instance, to become magenta from red, you'd need to add blue (as there is a blue glow visible from the magenta crescent side). {STEAM_CLAN_IMAGE}/44708769/63406e8a8b7b6762f26f43cc9a8dbc74d98798c1.gif When you became white, the guide would cycle around nonsensically to indicate that you had all colours at once, which worked fine but doesn't really convey what white actually is. {STEAM_CLAN_IMAGE}/44708769/92b6b59a01c043d2c41a811e1aaf4963ddfb99dd.gif A misunderstood system Interestingly I found that many players trying out the game couldn't grasp how the game's colour system worked, and the colour guide should be helping to verify that. In Huecube, your cube can hold any number of primary colours. If your Cube holds a single primary colour, then it will be that colour. If your cube holds two different primary colours, then it will be a compound colour made of those. If your cube holds all three primary colours, then it will be white. A big problem with the first version of the Colour Guide is that you can't always see how colours relate to each other at a glance. You also cannot see what the opposite colo...
    Read full article on Community Announcements (Riley Gray)
  • AnnouncementsOfficial

    Developing Huecube: The First Level

    G'day everyone, It's come to a stage where most things are implemented to facilitate creating the game's main levels. This has been held off for a while as changes to movement or mechanics would write-off these levels had they been designed previously (though previous iterations of "first" levels have been made in the past). Beyond gameplay changes, aesthetically I wanted the first level to have a simple and readable style to get players acquainted with the mechanics first and foremost, but a visual style that's still initially attractive. For this there needed to be all of the visual components to make the level happen, so I added the necessary missing components that were needed like the pillars to go along with the glossy ceramic tiles, the background tiles that act as a sort of railing, the waterfall background, the tropical plants, and the blossoms ambient particle effect. The level serves as the first level players will get their hands on (assuming they don't go straight for custom levels!) so it has some basic tutorial signs and scenarios, including introducing adding and subtracting a single colour. https://www.youtube.com/watch?v=ob3RS19WLgw With the first level, will come the next few, at which point I'll connect them together in the UI and that will mark the completion of the game's UI; main menu, settings, pause menu, editor, and level select screens.
    Read full article on Community Announcements (Riley Gray)
  • Community & EventsOfficial

    Developing Huecube: Counters and the Event Watcher

    G'day everyone! This is the 2nd look at some of the development of Huecube, read on if you are curious about some of the thoughts that go into the additions of Huecube! - - - Huecube's wiring system in the editor is extremely versatile, and allows you to do just about ANYTHING you could imagine, but it's a little bit cumbersome if you're attempting to make something advanced that needs to keep track of numbers. While levels absolutely don't have to, there are times where creators may want to track values for more advanced segments -- like making a door open after a button has been pressed a certain number of times. This could be done by using a chain of logic gates, but I felt that the convenience and power unlocked by adding a proper counting system would be well worth it. Now in Huecube there are a dozen items that can be used in the Editor to define and manipulate named numbers, called "Counters". There's also an item that can output a signal if one or multiple conditions are met with counters. The positive side-effect of the introduction of Counters is they can be used to receive information that otherwise wouldn't work well with the existing systems. I wanted there to be a way of tracking things in the game that normally couldn't be effectively, like for instance jumping: Jumping can be tested for by using proximity sensors to tell when the player was off of the ground, but it wasn't fool proof because it's possible to trigger that off by other means that couldn't be detected. By adding the "Event Watcher", I can have it send out a pulse of power when the player jumps, which could be used to do trigger other things off. The issue with this is the matter of how to translate jumps being detected into usable input, because having a single pulse of power won't work if two events occur during the same pulse. So perhaps I could make the power state of the Watcher alternate every time something is recognised? Well it's a possibility but makes it more difficult to work...
    Read full article on Community Announcements (Riley Gray)
  • Patch NotesOfficial

    Development Update + Cool things

    G'day everyone! I've been consistently working on Huecube behind the scenes, but not much has been shared of that. It's hard to decide what I should share to give justice to how awesome the game is shaping up to be, so in my choice paralysis, I end up just hammering away at the game in silence. Moving forwards, I'm going to try and post some (hopefully semi-frequent) updates on YouTube and here showing off some of the cool things you can do with the game. Be sure to join the Discord if you want to be more involved in the early discussions of the game, you can ask any questions you want there or provide feedback and ideas if you'd like! This is a short un-edited video showing off how you could dynamically change a level's feel with triggers. https://www.youtube.com/watch?v=Gg8pAiLSdN4 There are more of these little videos to come in future.
    Read full article on Community Announcements (Riley Gray)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.