Published 17·11·24
LONDON — Given Rubycube's sworn promise to limit stress levels in the working environment of its employees, it should come as no surprise that the projected release date of the studio's coveted, dreamy video game has been pushed back to Easter 2025.
Last year saw the previous update to the game's development schedule get pushed to Easter this year, inferring some special connection to the annual celebration. Seeing as it's a video game, it wouldn't be a wild guess to speculate that the game probably contains a few easter eggs of its own.
But Procrastinator Weekly doesn't like to speculate, so we spoke to the Creative Director and Project Lead of Rubycube, none other than friend of the publication, MX Reigner.
PW: So as well as making films, creating sculptures and writing poetry, you also develop video games as well?
MXR: "Don't forget that I'm also a digital artist, too! But yes, I design video games. I'd also develop them, too, but I prefer to leave that to game developers far more talented than myself."
PW: Potayto-potahto, Reigner! Let's just call you a multi-disciplinary artist if it's all the same to you. Who are you working with to deliver Wanderland to the world?
MXR: "Whatever you say! There's even some debate as to whether I'm a person at all, or whether I'm just an alias for other artist(s). As for Wanderland, the team has shifted slightly since I secured funding to begin developing the game, starting with the Environment and Object artist who has designed and sculpted almost all of the 3D assets in the game. Then we had a game developer design and test some of our core gameplay mechanics, and we've recently found another developer to take up where he left off, because we decided to expand the scope of the project slightly to include some additional content from release day. This has pushed us into a secondary development phase, where we're implementing this additional content on top of our existing progress. It's been an exciting year and we're feeling really confident that people are going to love what we've added. It's well worth it, believe me."
PW: Wow! That sounds like it's been an eventful road!
MXR: "It has, for sure."
PW: Now, can you tell us anything about the design of the game?
MXR: "No."
PW: Oh go on! Pretty please!
MXR: "Okay, well maybe just a hint. You're on the right track with the connection to easter eggs. That's all I'm going to say."
PW: Multi-disciplinery artist and a tease! We hoped you'd comment on the conversation surrounding easter eggs, as there's much to be said about whether game designers should hide away certain parts of their game, to the extent that some players never find them. What say you?
MXR: "You seem very well informed. This is a topic of debate among game designers and those also contributing to the discourse. My professional position is that players should be rewarded for exploring beyond the obvious bounds of whatever interactive playsphere the video game shows them. Usually this reward is small and subtle, a nod to the development of the game, or those who worked on it. Knowing this had me wonder what would happen if a studio decided to make that reward larger and more in-depth than the obstinate game initially presented to the player."
PW: And what is your personal position?
MXR: "The same."
PW: Enlightening! Thanks for speaking to us, Reigner.
MXR: "Thank you for your questions. Your readers should be able to wishlist Wanderland on Steam before long. It was good speaking to you. We need more publications like Procrastinator Weekly."
[Interview held over text chat.]
So there you have it! An update on Rubycube's first major release from the mysterious Creative Director themself. Check back here in time for the Spring issue of Procrastinator Weekly to hopefully get another update on the progress of this equally-mysterious game.