
Qbeh-1: The Atlas Cube
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Qbeh-1: The Atlas Cube
Qbeh-1: The Atlas Cube is an atmospheric first-person puzzle platformer set across handcrafted worlds with distinct visual identities. Place and remove special cubes, solve environmental puzzles, and search for hidden areas. There is no combat or timer. A full level editor and Steam Workshop support extend the single-player experience. The Steam PC version has 87% positive reviews from 608 reviews. Released: May 15, 2014. Supported interface: English.
Credits
Lowest recorded in 36 months
$0.752024-02-19 · GamersGateBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language
The Steam PC version provides an English interface. Confirmed audio or subtitle language options are not specified.
Modes and content
It is a single-player puzzle game. A full level editor and Steam Workshop integration support creating, sharing, and playing community levels.
03Frequently asked questions
Does it include combat?
No. The puzzles focus on placing and removing special cubes in the environment.
Are there time limits?
No. The worlds have no timers, so you can solve puzzles at your own pace.
What does Steam Workshop add?
The editor lets you build worlds, while Steam Workshop lets you share them and play community-created levels.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
In this first person puzzle game, you find cubes that do different things to help you navigate the floating worlds. There are four different colors of cubes: red (structure - build structures), blue (energy - power doors and platforms), purple (gravity - decrease gravity), green (growth? - moving platforms). The cubes can only be attached to certain areas of the world (yellow anchor points). The gameplay isn't difficult, at least not initially. The first four worlds (there are six levels in each world) go by fairly quickly. The fifth world is a little more interesting as you have access to all the cubes and the designers mix up the puzzles appropriately. The sixth world, which feels like a bonus since it is accessed after the credits roll, is much more complex, yet still not difficult (in my opinon) However, the joy is spent trying to find the secrets. Every level has one, and finding where they are hidden is what (in my opinion) is the fun in the game. It can be frustrating to get a vantage point in a level and see the yellow pyramid way back in the level. You also learn to "look" at the architecture to determine where the "best" hiding places may be. In the initial levels the roof isn't very accessible, but the later levels - particularly world six - that accessibility restraint is still true but there may be one (maybe two ways) to get up there using the blocks you have or gathering some and backtracking. As I said, the game play isn't very difficult. It is a "zen-like" experience especially with the background music. The world is a lonely place, occupied by you alone. It does seem long for what it is and slightly underwhelming in retrospect. Difficult to recommend as there are other games that are more "fun" to play.Show moreShow less
If you like what you see in the picture then you will like the game. It's a beutiful game with a great atmosphere to go with it. The game has five worlds with 6 levels on each one to go through, and each world gives new environmental touches, new puzzles to solve, and new unique cubes to play around with to solve those puzzles. And for those referencing the game to the 'free' one on Desura, while good, it doesn't even compare to the polish and content this game offers compared to the student project demo on desura. For the asking price i think QBEH-1: The Atlas Cube is a great purchase. More info here: KSalueShow moreShow less
Updated Review: September 2015. After more than a year I still cannot reccommend the game. The major complaints I had last june still persist. I have a brand new, high end computer, and the gameplay still doesn't seem to get fluid. The camera seems to be slow to react, and specially when moving the camera quickly it just doesn't feel right. If you're used to playing on lower (~30) framerates you probably don't notice it, but for me it was very noticable. Another major issue is the jumping, you seem to be falling down really fast after reaching the highest point in your jump, because the game features quite a few of fairly harsh jumps this can be really annoying. The fact that I can't save when I want can be a valid design choice, but not being able to re-save again after a checkpoint can be really frustrating. If you fail a section multiple times and need to keep grabbing the same cubes it just gets frustrating. I don't understand why we can't save again after say a cooldown period of ~5 seconds. ============== Original Review: June 2014 Do I recommend this game? At the moment no, but if the developers fix some things I think I will: 1) perfomance issues. without vsync I had some horrible screentear. with vsync I had some horrible fps 2) Save points Some of the save points are often a pain. They can be really unforgiving and walking past them again doesn't save again. This can lead to doing things over and over again. 3) Lack of personal saves I think this is a design choice but I'd liked to have a quicksave option before trying some crazy moves. Combine this with the sometimes terrible save points and it can be really frustrating to play sometimes. Some personal problems I had: - the music got on my nerves quite a bit - slow pacing, specially the first 2 worlds are very easy. The game has some good things too though: - the mechanics from the third and fourth cubes cube are really fun. - the visual style is really cool and works pretty well. - the gameplay itself is done well, the mechanics work well. - it feels like minecraft combined with portal!Show moreShow less
If this game was a potato, It would be a very beautiful potato.Show moreShow less
The game is not about solving puzzles but about finding all the hidden pieces and then solving a menial task of arranging them in an expected way. It's pretty frustrating to play because it's basically about long walks and collecting cubes to progress. It has the usual pitfalls of an FPS platforming (jumps have to be precise otherwise you restart from a checkpoint). It's just not very good.Show moreShow less
Once a 4-level mod made as a puzzle platformer, Qbeh-1: The Atlas Cube has gained a dash, a colon, and even a tagline. The remarkable thing about this mod-to-game is how polished and professional the entire package looks. Inspired by games like Portal and Minecraft, this game has carved itself a niche that makes it both familiar enough for players to try out, yet unique enough to keep players intrigued and interested. One of the strongest things Qbeh-1 has going for it is the simplistic gameplay. It's very obviously inspired by early games, and eschews many of the trappings of modern gaming's superfluous complexities. Because of this streamlined gameplay loop - find block, place block, move on - it allows the puzzle design to shine. Rather than throw a substantial number of complicated puzzle mechanics at you, this game instead chooses to give you four basic concepts - building, powering, jumping, and traveling - and by combining them in various ways, can deliver challenges as simple as building a basic set of stairs to a complicated maze with no floor that must be travelled using synchronized floating paths, complete with a white-knuckled jump at the end after placing a power block near the end of the path. Puzzles start as being simple - its a tutorial that doesn't feel like a tutorial at all, which is commendable - but build and combine in ways where you end up scaling a tower with only a handful of blocks and a deep sense of satisfaction when you reach the top. The art design is commendable. One of the most interesting art projects I ever had was to draw a still life using a single color - brown, and two shades, one light brown, and one dark brown. The point of the exercise was to force you to make your choices more meaningful, rather than rely on an explosion of various colors. In a way, Qbeh-1 replicates this exercise. Rather than rely on flashy explosions, the latest and greatest shader effects, models with tens of thousands of polygons, and other graphical gimmicks, it focuses on a narrow band of artistic effects, and then pulls it off with great success. The colors - stark whites and greys accented with bursts of vibrant colors - not only are visually appeasing next to each other, but also contrast nicely with the amazing skies; some of the best I've yet seen in games. I got distinct feelings of Mirror's Edge and how they used color to guide the player through the levels. The color palette here is similar, and I think Qbeh-1 pulls it off better due to how uncluttered the worlds appear compared to Mirror's Edge. The sound and music design for Qbeh-1 is amazing, as it's simplicity not only fits the thematic elements perfectly, but because of the simplicity, it manages to achieve depth. Rather than attempt to wow you with orchestral suites or generic dub-step wub-wubs, the music is airy, dreamy, and light. It fits in perfectly not only with the levels - large buildings floating high in the atmosphere - but it also hits a sweet spot that so much of game music misses; it's unique enough to be noticed, but not catchy enough to become so immediately recognizable (much of World of Warcraft's music suffers from this) that it becomes quickly tedious. It serves its purpose precisely - as ambient background sound to draw you in, but never to distract you. It's almost childlike sound and instrument choices help to draw you into the exploration motif, and even still, some tracks have almost a dark feel to them, suggesting there may be more under the surface than what first seems to be the case. As someone who does level design, the design of the levels was something that impressed me immensely. Visually, the levels were stunning - floating monolithic structures that combined the comforting feeling of symmetry along with enough asymmetry to still remain visually interesting. Each world has its own theme, and the themes blend perfectly into the levels - icicles hang overhead in the winter levels, empty calcareous shells of molluscs lay in pools in the water levels, dead leaves lay in corners in the wind levels. Because everything was uniformly scaled (and the borders on the cubes helped reinforce this), there was never a feeling of having to make ridiculous trick-jumps. You immediately got the sense of what was possible and what was not, based on distance and the world's physics. Rather than try to cheat the puzzles using tricky jumps or falls, the solutions felt fair, and ultimately felt rewarding by using your brain rather than trying to exploit the physics, jumping, or collision. The story and theme is something that I specifically wanted to touch on, as I had seen some posts about there not being a story or anything resembling it. I'm not entirely sure that's the case, as there definitely feels like there's something going on below the surface. I think it might be safer to say that rather than a storyline, I felt like there was some overarching theme to the game. Qbeh-1 feels like a dead world, in a lot of ways. There is beauty here, but also sadness. Presumably it was inhabited once - something or someone had to create those owl and elephant statues - but whoever it was is now gone. The player feels like, as he is exploring, he is inadvertently bringing this world back to life through his actions, either by literally building with red cubes, or by powering up devices with blue cubes. The notion of power - or the importance of it at least - is reinforced with the windmills and fans in Chapter 4. Something else that is striking is the feeling and sense of an entropic world. An extremely basic (flawed, but works here) definition for entropy is the lack of order or structure - that in a closed system, energy flows out of organized and structured systems to leave them in a disordered and chaotic state. Qbeh-1 really has an entropic feeling to it - the idea that the world is gradually falling into an entropic state of disarray. Rooms are missing walls, floors, and ceilings, where blocks literally fall into the atmosphere. Even in areas where walls and floors are straight, the occasional cube will be out of place - sticking out a few cm, or perhaps tilted just a few degrees; clearly done on purpose by the designer for effect. Floors crumble beneath you as you walk on them. Perhaps the fans and windmills were an effort to make sure energy remaining in the system, holding it together as best as it could. And perhaps by our actions, and how we (in a way) organized the system, there is hope for this world after all. Qbeh-1, overall, is an amazing example of a non-typical game that easily surpasses much of what would be considered more mainstream games, by virtue of the fact that everything is does, it does really, really well. Rather than be a jack-of-all-trades to attempt to appeal to everything while exceeding at nothing, Qbeh-1 excels at the simplistic gameplay that leads to complicated puzzles, stunning artistic theme, amazing music and sounds, and incredible level design that pulls all these elements together into a cohesive unit. It's a peaceful game that alternates some degree of timing puzzles with the slow and methodical exploration that allows you to play at your own pace. For those who enjoy exploration, each level also contains a golden pyramid pickup which are usually hidden in fiendishly clever places. Developed using the Unity game engine, this is a game which is highly recommended, but I fear that it will slide under the radar for most gamers which I think is a tragedy. It's a great example of the ability to marry the puzzle genre with a more traditional first person genre, and still be successful without resorting to violence, being spoon fed a storyline, or the overly scripted gameplay which creates the illusion of cerebral choice, but actually offers none at all. Rather this game celebrates choice, exploration, and emergent problem solving in an environment which nurtures it. Still great:2023!Show moreShow less
It's hard for me to give it a negative review, I rather give it a mixed review, but given that it's already mostly positive so I decide to reveal its downside. Every puzzle game has two part: Thinking and execution, the former requires you to find out the solution, the latter requires you to act properly to reach the solution. Basically most puzzle games focus on thinking part, but this game heavily focus on execution, I don't think it should be called a PUZZLE game at all, its thinking part is too easy to be any challenge, while execution part is very tricky and may be frustrating. I seldom take more than 5 seconds to find out the solution, but when executing I get my hand all sweat, it requires you to jump, walking, act, PRECISELY. For example, jump across gaps, there are mass situation you need to jump just before falling to reach other side, or stand on a small cube, try to move 1mm to adjust position and avoid falling. And when you fall, you have to retry again entire section from checkpoint. Dull, tiresome, sometime annoying is my game experience. I love puzzle games that give me brainstorm experience, enjoy the process of thinking around, I thought this one will provide that kind experience too, unfortunately I'm wrong. I familiar with first-person games so in fact this game doesn't trouble me a lot, I'm just not really into EXECUTION game like this. But don't misunderstand me, it's not really a bad game. It has unique artwork and beautifully soft music, these two are strong point of this game, many player enjoy this game, but if you are seeking a game make you ponder a lot, think over and over, then this game will not meet your expectation, if you sucks in first-person movement, then you will definitely hate this game.Show moreShow less
Brilliant game. It was the perfect difficulty and had and excellent pace. I couldn't stop playing it and didn't want it to end. This is one of the best puzze games I have ever played, it's right up there with Portal and Closure.Show moreShow less
I'm only two worlds into the game but, well, there's already a laundry list of problems. First off, the game is barely a puzzle game. It tries to act like one, but a lot of the game is jumping, and a lot of the jumps are kind of terrifying, since you can barely make them, and a good number of them are over death pits where falling means back to the last checkpoint. That's the thing, what's up with the checkpointing? Why are there so few per level, why are they so far apart? It really makes no sense. You end up having to redo a lot of stuff if you die between checkpoints, and it's just... really tedious. Really unfun. The game also seems to want to make you explore to find secrets, but also punishes you for exploring by killing you a lot if you try to explore? It doesn't work out. The puzzle design itself feels really clunky; I'm rarely sure whether or not what I did was the intended solution or not because it feels so janky and off. Sometimes I feel like I'm breaking a puzzle and I actually am, other times I do a similar type of puzzle-breaking that turns out to be the right solution? It's so confusing. The game also has a major oversight where it tries to make you lose cubes by having indentations where you have to put a cube in, but a lot of the time you can stand on the ledge above it, go just far enough out, and grab the cube from inside the indentation, thus generally giving you an extra cube to work with. And I doubt this was intended, but, hey, it works. There was one puzzle where the solution was literally just a hidden passage that let you skip a door that would otherwise require a blue key block to open. So that's... something. Also, there's fall damage for some arbitrary reason. Another one of those anti-exploring things as it's never been relevant in a puzzle yet. The basic mechanic of this game, even, is just... kind of dumb. There's an arbitrary limit on how far away you can grab stuff, where it's too far to be "realistic" but too close to be "useful". It feels like an arbitrary limitation that only exists to make puzzles more tedious. Another arbitrary mechanic. It's really picky about where you can put blocks. You can't stack blocks down, at all, unless you have a deep enough angle under the blocks. Not just "a bit below" but "standing under". So sometimes you'll end up needing to stop what you're doing, go back down and put a block under another block, then come back up to continue onward, because of this completely pointless limitation. You also can't place blocks in a bridge in front of you, so yep, go back down, walk to the other side, stretch the bridge out... doesn't this sound tedious as heck? Believe me, it is. And even then... the game runs out of interesting things to do with its basic block building mechanic about one world in. Yet still continues to reuse the same slow building puzzles over and over, for... some reason or other, I really don't know. This is just two worlds' worth of experience and I highly doubt it's going to get better but I'm inevitably going to end up playing more so I'll update this later... I just, already had a lot I wanted to say and definitely wouldn't recommend this game based off what I've played. There's starting out on the wrong foot, and then there's not having a right foot to start with, period, and this game... seems to be the latter. World 3 update: The game introduces a low-gravity hi jump mechanic... that's horribly inconsistent and I can't figure out why jump height varies so much. Getting stuck on ledges also becomes a thing. The rest of the game is pretty much the same tedious schlock. I'm not sure I can keep playing much further, honestly, this game is just a special kind of unpleasant.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.