CONQUERCUBE
The Ancient Black Dragon breathes a river of fire on a warrior in mithril, a mage and an archer, in its hall at the bottom of the Frost Kingdom, among the ice crystals
Old school MMO · in the browser

CONQUERCUBE

Two worlds. Only one life to defend.

In Fioralba you live. In Cenerombra you survive: there anyone can kill you, and everything you carry stays on your corpse for whoever gets there first.

Open PvP◆Full loot◆Dungeons◆Magic◆Dragons

Real USDC circulates in the game, on Base and on Avalanche: it is dug, smelted, minted and taken out with your MetaMask.

Image from the game engine · Frost Kingdom, boss hall
The dark world

This is not a peaceful game.

In Cenerombra the water is the color of blood, the mountains spit lava and every silhouette on the horizon may be another player who already has you in their sights. The cities have no guards. There is no safe place.

This is where the best of the game lies: vermillion, black rock and mithril are mined only in Cenerombra, gold yields fifty percent more, the rarest scrolls drop only here. Those who go there go to take them. And to take them from others.

A duel at sunset in Cenerombra: two mages in level five robes cast a lightning bolt and a fireball against two warriors in vermillion armor
Two mages in level five robes against two warriors in vermillion, at sunset over the ashes.
I

Anyone can attack you

In the street, in the mine, in front of the bank. Whoever strikes first becomes the aggressor; whoever strikes an innocent becomes a criminal, with an orange name, and for five minutes anyone can kill them without blame.

II

Everything can be lost

When you die your body stays on the ground with the backpack and the armor you were wearing. In Cenerombra anyone can open it. It stays there twenty minutes: then it vanishes, with everything nobody took.

III

Blood leaves its mark

Every player kill is one point. At five points your name turns red: you are a murderer, and the portal to the good world stays closed to you until time or a totem cleans you.

Blue · innocent Orange · criminal for five minutes Red · murderer
The metal that glows

In the dark, mithril shows from far away.

At night mithril, vermillion and black rock light up: armour, sword and shield glow with the colour of their metal. Whoever sees you coming in the dark already knows what you are wearing, and how much it is worth.

At night, three warriors in mithril, vermillion and black rock armour against the werewolf and two ghouls: armour and weapons glow blue, red and purple, and the mage lights a column of fire
Mithril, vermillion and black rock at night, against the werewolf and the ghouls.
The Cenerombra duel on the wide screen: lightning strikes the warrior, the fireball crosses the stone path
Lightning falls from above, the fireball flies low: every spell has its own gesture, its own casting time and its own sound.
The same land, two faces

Fioralba and Cenerombra

Two mirror worlds on the same continent: same geography, same coasts, same mountains, ten cities each. You have one single character, and it passes from one to the other through five portals, which after five seconds set you down at the same spot of the twin world. The banks do not: what you deposit in Fioralba stays in Fioralba.

The turquoise coast of Fioralba at noon, shallow water over the sand The joyful world

Fioralba

  • No player can harm you. Monsters can.
  • Here you are born, you learn the crafts, you gain your first levels.
  • Castles, towers, graveyards and eight dungeons to grow.
A street of Cenerombra: a corpse on the ground with its belongings, and whoever gets there first to take them The dark world

Cenerombra

  • PvP everywhere, even in the cities. Full loot.
  • Monsters up to level 200 and the most precious metals.
5,667 km²per world: the Earth at a 1:300 scale
10 + 10mirror cities, with all the shops
5portals between the two worlds
15dungeons, on several levels
200levels, 26 skills
57spells in eight circles
The new world

One single continent, all to explore.

Great rivers with bridges, streams you can cross on horseback, lakes, gorges, mountains along the whole east coast, deserts, jungles, swamps and patches of lava. Out there, castles and towers, cursed ones too, ghostly graveyards, camps, ruins, mazes and rock inlets: open-air dungeons, with their monsters and their chests. The real dungeons open behind huge gates carved into the mountains, with runes that glow at night.

The Fioralba globe with the single continent
The globe: one single continent, with the cities, the portals, the mines and the dungeon gates.
A Norman castle seen from above
A Norman castle: the walls, the towers, the keep.
A cursed castle at night
A cursed castle, at night.
A maze from above
The mazes, as in Ultima Online.
A dungeon gate with glowing runes
A dungeon gate: you enter by crossing the threshold.
A ghostly graveyard with low mist
The graveyards, ghostly even by day.
A bridge over a river
Great rivers are crossed on bridges.
The cities

As in Ultima Online.

Ten cities per world, each with its own plan, its own style and its own materials: the capital on the river, the wooden village in the woods, the marble city on the mesa, the caravan city in the desert, the one among the lava. The shops are closed: open the door with a double click, step in, the roof disappears and you find the vendor behind the counter, with the trade written in English over the head.

The cities and the vendors →
Inside the Bank with the roof cut away
Inside the Bank: the roof disappears, as in Ultima Online.
Only in Cenerombra

Morgana’s Castle.

On the island in the middle of the lake of blood, on top of a black cliff, the largest and grimmest castle in the world: you reach it over the Bridge of Laments, among ghostly lanterns. Double walls, towers with lookouts, prisons, a desecrated chapel, the hall of the empty throne and the spire with the violet eye. Inside, witches, warlocks, undead and demons.

Fifteen dungeons in all: eight in Fioralba, seven in Cenerombra, including the Arachnid’s Nest.

Morgana’s Castle at night
Morgana’s Castle, from the end of the Bridge of Laments.
Your character

No two faces are alike.

Twenty faces, skin from milk white to the darkest black, three builds. Then twenty-two hairstyles, twenty beards and twenty kinds of moustache, each in its own colour. And tattoos: sixteen designs on the face, chest, back, arms, legs, hands and feet, in the ink you choose.

Face, skin and build are chosen when you are born and stay yours. Hair, beard and moustache can be changed by the Barber, in town.

Four characters at golden hour in a square of Fioralba, without helmets: the faces, the hair, the beards and the tattoos
Four characters at golden hour, without helmets: the bodies, faces and hair are the ones in the game.
Six characters in a row, portrayed from the waist up: curly hair, a red crest with blue tattoos, braids, long black hair, a white bun with the wizard's beard, a shaved head with a full beard
Six characters, six faces: the curls, the crest with blue tattoos, the braids, the long hair, the wizard's beard, the shaved head.
Five armours in a row: mithril plate with the closed helm and the great sword, black rock chainmail with the halberd, fifth-level leather with the bow, the fifth-level mage set, the Nazgul Robe

Your armour tells who you are

Plate and chainmail in eight metals, from copper to mithril: ruby-red vermillion, steel-blue mithril, black rock. Leather in five levels. Every weapon shows in your hand, every piece shows on you. The armours are all new: worked plates, chainmail with its hood, reinforced leather.

The last one on the right is the Nazgul Robe: black and ghostly, with a face you cannot see. It cannot be crafted, it never drops from monsters and it is never found in chests: only the game master puts it into the game.

Five mages in a row, from the white first-level set to the red fifth-level one with gold embroidery

The mage set

Robe, gloves and boots in five levels, from white to red. The set's powers only light up with the full set of the same level; with the fifth, the mage's eyes light up too.

Five warriors in plate armour, each with a different helm: mithril armet, vermillion bascinet, black rock burgonet, valorite closed helm, verite stechhelm

Five helm shapes

The plate helm comes in five shapes: the Armet, the Bascinet, the Burgonet, the closed helm and the Stechhelm. They all protect the same: you choose the shape when you craft it, and it never changes. Vendors sell them all, at the same price; monsters drop one at random.

The mithril weapons in a row: sword, great sword, scimitar, kryss, dagger, double axe, war hammer, mace, halberd, spear, iron-shod staff and the frostwood bow

The weapons

Swords and great swords, scimitars, kryss and daggers, double axes, hammers and maces, halberds, spears and iron-shod staves, and bows in five woods: all remade, in the colour of their metal. Mithril, vermillion and black rock have the noblest shapes, and they glow at night.

The shields of the eight metals in a row, from copper to mithril: vermillion, black rock and mithril with the golden lion
The shields of the eight metals, from copper to mithril: the golden lion on vermillion, black rock and mithril.
On the skin

Ink on the skin

Tattoos follow the body: they bend with the arm, stretch across the chest, stay under the armour and show again when you take it off.

A bare-chested warrior with a red crest, a Viking beard and blue tattoos on his face, chest and arms, with a mithril double axe
Rurik: the red crest, the Viking beard and the blue ink.
The spell

Eight circles, fifty-seven spells.

From Magic Arrow to Earthquake. Walls of fire, paralysis, lightning that jumps from one enemy to the next, summoned demons and elementals, Polymorph and, above everything, Dragon Form. Every circle has its own gesture: the mage opens the tome, charges, and casts. Every spell wants its mana and its reagents, and the rarest scrolls are found only in the dark.

Eight mages in a row in the open countryside in the afternoon, each halfway through the gesture of a different circle, from the first to the eighth
The eight circles, one per mage: the gesture changes with the circle, from the outstretched hand of the first to the arms raised to the sky of the eighth.
A mage casts Chain Lightning at a pack of ice wolves, in the snow
Chain Lightning strikes everyone within eight metres of the target: the ice wolves, but also your companions, if they stand too close.
A fifth-level mage summons a demon, which appears on the summoning circle
Summon Daemon, eighth circle: the demon appears where you choose, on its circle, and fights for you.
At night, a mage in a level five robe riding the Nazgul Horse casts an Explosion against an orc armed with an axe
At night, riding the Nazgul Horse: Explosion bursts two seconds later, on the target and on whoever stands around it.
At night in a city of Cenerombra: a mage brings the Meteor Swarm down on a troll, two warriors face an orc brute and a goblin champion
Meteor Swarm hits everything within five metres of the target: friends included.
PvE

Under the earth, the dungeons.

Fifteen dungeons, each one a map of its own: you go in through a huge gate carved into the mountain and find yourself on the threshold. Four levels going down, narrow corridors, crowded halls, traps hidden in the floor, locked chests. And at the bottom, the boss.

Eight dungeons in Fioralba, from the Catacombs to the Raider Dens. Seven in Cenerombra, where monsters start at level 60 and reach 200, with the Arachnid’s Nest: the Necropolis of the Lich King, the Frost Kingdom of the Ancient Black Dragon, the Infernal Portal, where the Lord and the Prince of the Abyss take turns. Alone it is hard. In a group you go deeper.

All the dungeons, one by one
The Lord of the Abyss, the ember cracks glowing on his skin, cracks the fire whip at the warrior; the mage hurls a fireball at him
The Lord of the Abyss and his fire whip. When the boss comes back, the hall holds the Prince with the fire sword: they take turns.
The monsters think

They wait for you in groups.

No more camps of monsters around a fire: monsters roam their biomes, guard castles, towers and graveyards, and attack on sight. And they organise: mages and healers in the middle, archers behind and on the walls, the melee in front and on the sides. The healer saves whoever is about to fall, the mage paralyses whoever is casting, the archer circles around you to get a clear line.

Every race has its own character: orcs charge and never retreat, goblins run away and come back with the pack, bandits lay ambushes, the undead come in waves. And in Cenerombra, from level 110 to 190, the witches, the hags and the warlocks: they curse, paralyse, heal their companions, and from level 160 hags and warlocks summon a demon.

The monsters and their brains
At dusk outside a city of Cenerombra: the supreme witch paralyses a warrior in valorite armour, the black hag casts a column of fire at him, the supreme warlock has summoned a demon; the mage answers with lightning
The witch paralyses, the hag burns, the warlock has already summoned his demon. The mage answers with lightning.
In the savanna of Fioralba at sunset: the Raider Chief charges a warrior in valorite armour, with the masked raider, the archer and the shaman behind
The orc raiders in the savanna: the chief charges, the shaman curses, the archer shoots from behind.
Among the lava of Cenerombra: the Death Knight, the Lich and the skeletons against a warrior in mithril and a mage who blows up the Lich
The Death Knight and the skeletons, among the lava. The Explosion bursts on the Lich.
The Titan with the stone golem and the earth elemental against three players, under the meteor swarm, in the volcanic lands of Cenerombra
The Titan, the stone golem and the earth elemental. From the sky, the Meteor Swarm.
The Spider Queen and two giant spiders in the Arachnid’s Nest, against a warrior with a mithril spear and a mage casting Chain Lightning
The Spider Queen in the Arachnid’s Nest. Chain Lightning jumps from one spider to the next.

The bestiary

Demons, dragons, undead, orcs, giants, golems and elementals, spiders, witches: the monsters of the game have all been remade from scratch, each with its own body, weapons and moves. Here are some of them, on their own, with the level they have when you meet them.

Archdaemon
Archdaemonlevel 250
Lord of the Abyss
Lord of the Abysslevel 300
Prince of the Abyss
Prince of the Abysslevel 300
Crowned Demon King
Crowned Demon Kinglevel 200
Skull Colossus
Skull Colossuslevel 195
Horned Matriarch
Horned Matriarchlevel 170
Blood-Horned Demon
Blood-Horned Demonlevel 180
Infernal Brute
Infernal Brutelevel 140
Flying Maw
Flying Mawlevel 130
Lich King
Lich Kinglevel 300
Death Knight
Death Knightlevel 134
Lich
Lichlevel 250
Wraith
Wraithlevel 110
Red Dragon
Red Dragonlevel 250
Ice Dragon
Ice Dragonlevel 250
Wyvern
Wyvernlevel 166
Infernal Wyvern
Infernal Wyvernlevel 180
Ancient Basilisk
Ancient Basilisklevel 300
Dragon Warrior
Dragon Warriorlevel 170
Orc Warlord
Orc Warlordlevel 140
Raider Chief
Raider Chieflevel 100
Cyclops
Cyclopslevel 160
Titan
Titanlevel 190
Frost Giant
Frost Giantlevel 174
Stone Golem
Stone Golemlevel 114
Fire Elemental
Fire Elementallevel 158
Air Elemental
Air Elementallevel 150
Spider Queen
Spider Queenlevel 160
Scorpion King
Scorpion Kinglevel 300
Supreme Witch
Supreme Witchlevel 190
Supreme Hag
Supreme Haglevel 190
Supreme Warlock
Supreme Warlocklevel 190
Werewolf
Werewolflevel 90
Greater Ghoul
Greater Ghoullevel 20
Hill Troll
Hill Trolllevel 96
Goblin King
Goblin Kinglevel 100
Vampire
Vampirelevel 114
The Ancient Black Dragon in its hall at the bottom of the Frost Kingdom, among the ice crystals, towering over three tiny players
The boss of dragons

The Ancient Black Dragon.

At the bottom of the Frost Kingdom, in Cenerombra, in the largest hall of all the dungeons, waits the largest dragon in the game. Level 300, like the other great bosses. The horns, the huge wings, the fire breath.

Its breath is twice that of the other dragons: a cone of fire twenty metres long and twelve wide at the end, hitting everyone inside it. And the fire stays on the ground: it spreads and for ten seconds burns whoever stands in it.

You do not face it alone. You face it in a group, shield raised and someone to heal.

The model of the Ancient Black Dragon on its own: the horns, the fangs and the huge wings
The Ancient Black Dragon breathes a twenty-metre cone of fire over three players, in its hall in the Frost Kingdom
The breath of the Ancient Black Dragon: twenty metres of fire, twelve wide at the end. All three are inside it.
Dragons

The dragons' breath.

The red dragon, the black dragon and the ice dragon are level 250 monsters: they cannot be tamed or ridden, they are fought. Each dragon has its own breath: fire for the red dragon and the black dragon, frost for the ice dragon. It is a ten-metre cone aimed within fifteen that comes back every twenty seconds; frost also slows whoever it hits for three seconds. And the breath stays on the ground for ten seconds: fire burns whoever stands in it, frost hurts less but slows, and ice crystals sprout from the ground. Whoever turns into a dragon with the eighth circle breathes too: theirs is the black dragon's breath.

A red dragon breathes fire on a warrior in vermillion and a mage, in the volcanic lands of Cenerombra
The red dragon breathes fire: the warrior is inside the cone, the mage is about to cast.
An ice dragon breathes frost on a warrior in mithril, in the Frost Kingdom
The ice dragon breathes frost: whoever is hit slows down, and ice crystals rise from the ground.
A black dragon breathes fire on a warrior in black rock, in the Frost Kingdom
The black dragon breathes fire, and the fire stays on the ground.
A living world

Beasts and mounts.

Sheep and chickens near the cities, deer, boars and bears in the woods, elephants, giraffes and zebras on the savanna, polar bears, seals, penguins and mammoths on the ice. Every beast lives in its own biome. Peaceful beasts mind their own business, until someone attacks them.

A shepherdess with her sheep, a donkey and a chicken on the stone road along the turquoise water
Sheep on the road along the water: the wool gets shorn, then grows back.
Deer, a brown bear and a boar in a forest clearing in the morning
Morning in the woods: deer, a brown bear, a boar.
An elephant, a giraffe, two zebras and a lion on the savanna at sunset
The savanna at sunset: the elephant, the giraffe, the zebras and a lion.
A mammoth, a polar bear, a seal and two penguins on the snow of the pack ice
On the northern ice, in winter: the mammoth, the polar bear, the seals, the penguins.
The sheep
Sheep
The deer
Deer
The wolf
Wolf
The brown bear
Brown bear
The boar
Boar
The zebra
Zebra
The elephant
Elephant
The giraffe
Giraffe
The lion
Lion
The mammoth
Mammoth
The sabre-toothed tiger
Sabre-toothed tiger
The penguin
Penguin
Mounted

Tame and ride

Wild beasts are tamed with patience and the Taming skill, and dying is the only way to lose them. The horse and the bears carry you in the saddle. The horse is new, with its coats: white, light grey, light brown, dark brown. Dragons, on the other hand, are not mounts: they are monsters, and they are fought. But the greatest mages can become a dragon through magic.

All mounts run like the horse: they differ in the shield they give their rider, against blows and against spells. The Nazgul Horse is another story: black, with demonic red eyes, it is a level 160 monster of the Necropolis. It attacks whoever it meets, and it can be tamed only if the game master makes a model of it that can be tamed.

A rider in mithril with the spear, galloping on the new horse, and an archer riding the grizzly bear, in the meadow in the late afternoon
Galloping through the meadow: the mithril knight with the spear, the archer riding the grizzly bear.
The new horse, saddled, with the rider in mithril armour and the spear
HorsePhysical shield 40.
The saddled grizzly bear with a leather-clad archer
Grizzly bearPhysical shield 80.
The saddled polar bear with a warrior in valorite chainmail and the axe
Polar bearPhysical shield 140.
The black Nazgul Horse with red eyes, with the rider in the Nazgul Robe and the vampiric greatsword
Nazgul HorseIt is a wraith: it stops spells too. Shield 150 + 150.
The sky is real

The sun and the moon of the Earth, right now.

In the game it is the same hour and the same day as outside your window: twenty-four-hour days, synchronised with the real date. Nobody can speed time up or stop it, not even the game master. The sun follows Kepler's laws, on an elliptical orbit with an axis tilted by 23.44 degrees; the moon moves like the real one, with its phases, its dark nights and its full nights. Walking west, you chase the day.

Right now, in the game

…calculating the sky

Calculated in this page with the same formulas the game uses: the hours are true solar hours, that is those of the local sundial.

Shadows and hours

Every shadow comes from the real sun of that point of the world, at that hour: it lengthens at dawn, shortens at noon, turns as the hours go by. At night, the moon and the torches light the way.

The same square at a winter dawn
Dawn
The same square at noon
Noon
The same square at sunset
Sunset
The same square at night, with the torches lit
Night

The Earth's seasons

The seasons are the real ones: for every point of the world, a temperature that comes from latitude, altitude, biome and date. When it is winter in the north, it is summer in the south; at the equator the day lasts twelve hours all year round, towards the poles come the endless nights and the midnight sun. The woods blossom, turn yellow, go bare and are covered in snow. Lakes and pack ice freeze and you can walk on them, while boats come to a halt. In Cenerombra it snows ash. Inside the dungeons, though, the season never changes.

The woods at 40 degrees north in spring
Spring
The same woods in summer
Summer
The same woods in autumn
Autumn
The same woods in winter, under the snow
Winter

The weather

Rain, thunderstorms, snow, blizzards and morning fog: the weather comes from the real date and the place, and it is the same for everyone who is there. Fronts move east; in temperate lands it rains more in spring and autumn, thunderstorms come in summer, snow in winter where it is cold, and in the desert almost never. It is only for the eyes: rain does not put out torches and fog does not shorten your sight.

The woods in the rain
Rain
The woods during a summer thunderstorm
Storm
The woods during a snowstorm
Blizzard
The woods while it snows
Snow
The autumn woods in the morning fog
Fog

The solar system on the world map

Open the world map and your world is there, in space: it spins on itself in a day and around the sun in a year, on an elliptical orbit, with its poles tilted like the Earth's; the moon circles it with its phases. Sizes and distances are not to scale; directions, tilts and times are. Cenerombra has its own globe, red, with blood-coloured water.

How the sun, the moon, the seasons and the weather work →
The world seen side-on at the winter solstice: the north pole turned away from the sun
December 21st seen side-on: the north pole is turned away from the sun.
The whole orbit around the sun, with the solstices, the equinoxes, perihelion and aphelion
The whole orbit, with the solstices, the equinoxes, perihelion and aphelion.
The world and the moon at first quarter, with the moon's orbit
The world and the moon, at first quarter.
The red globe of Cenerombra seen side-on
The globe of Cenerombra.
A life to build

Iron, gold and magic.

Two hundred levels and twenty-six skills, but not enough points to learn them all: whoever becomes a great mage will not also be the best blacksmith. Choose what to be, and get paid for what you can do.

The gold ingot and a stack of gold coins, the game models

The gold of monsters and mines

Every monster leaves gold coins according to its level, and the chests of castles, towers and dungeons give more. Those who dig gold smelt it into ingots and at the Minter turn each ingot into 560 coins. Everything paid to vendors, workshops and services is burned. At the Market people buy and sell among players, at prices set by the players: they make the economy.

The eight ingots: copper, iron, agapite, verite, valorite, vermillion, black rock and mithril

Eight metals, five layers

From copper to mithril, every rarer metal lies deeper. You dig, refine, forge: swords, maces, bows, plate armor, chainmail, leather, mage robes. And every job can fail. Jewels, in six levels, are found only in loot.

Ten flasks from the Mage Tower: healing, mana, antidote, poison, the potions of Strength, Dexterity, Intelligence and Invisibility, the explosive flask and the refresh

The flasks of the Mage Tower

At the Mage Tower of every city the flasks are brewed: healing and mana, antidotes and poisons for weapons, potions of Strength, Dexterity and Intelligence, Invisibility, explosive flasks. Each one wants its ingredients, and every brew can fail.

The coast of Fioralba in the afternoon, with a player in the shallow water
The coast of Fioralba in the afternoon. The water shows the seabed where it is shallow and darkens where it drops.
Two players face to face in front of the bank

Trade face to face

No faraway auctions: trades happen up close, twenty meters at most. Each puts in the offer whatever they want from their backpack, coins and figurines included; every change resets the confirmations, and the trade goes through only when both have confirmed the latest version. All or nothing. If one moves away, dies or is hit, everything is called off.

At sunset, beside the Totem of Resurrection, a mage casts Resurrection on a dead friend waiting as a ghost

Death the old way

You die, and you become a ghost next to your body. You wander to a Resurrection Totem, in the center of every city or in front of the gate of every dungeon, and you come back naked, with only the spellbook. Or a friendly mage brings you back onto your corpse, with all your belongings.

USDC on Base and Avalanche

Real USDC circulates in the game.

One USDC coin in the game is one real USDC: you bring it in from your MetaMask and take it back out, on the Base network or on the Avalanche network. Inside the world it is a resource like the others: you find it as ore, smelt it into ingots, mint it into coins.

BaseAvalanche

All the USDC of the game is in the treasury: the game vaults on Base and on Avalanche. Every 30 seconds the game redoes the count: the reserve plus everything in the world must make exactly the treasury, otherwise withdrawals stop by themselves.

USDC ore, ingot and coins
The ore with its crystals, the pearl-white ingot and the coins with the USDC symbol: three forms of the same USDC.

It's dug, smelted, minted

The Game Master opens the USDC mines. The ore is broken off by those with Mining at one hundred; Smelting at one hundred makes ingots of it, Minting at one hundred makes coins. One ore makes one ingot, one ingot makes one coin: always one to one.

Bought, sold, spent

At the Market USDC coins are bought and sold for gold, at the same price: all the gold of both worlds divided by the USDC in the vault. With USDC you buy at the USDC vendor, near the totem of every city.

In and out, with your MetaMask

From the bank you connect MetaMask, deposit the USDC you want and withdraw your coins to your address, on Base or on Avalanche. Besides the mines, the game may have USDC rewards: monsters that drop them and chests and loot with USDC inside.

Portrait of Dott. Manuel Stefanelli, author of CONQUERCUBE
Who made it

A game by Dott. Manuel Stefanelli

Manuel loves the games of the old days: the ones where leaving the city was a risk, where what you carried could change hands, where an encounter in the woods made your heart race.

CONQUERCUBE was born from that passion: the open PvP and full loot of old school MMOs, rebuilt in a world of cubes that runs in the browser, with a server that decides everything and graphics crafted down to the last shadow.

Instagram: @dottmanuel1981

The gate is open

Choose your city. Then cross the portal.

You play in the browser, without installing anything. You need a graphics card with hardware acceleration on: the wiki explains how to check it.