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Qiyb2 News

Qiyb2 v1.2

Qiyb2 v1.2 is now live, with new added features and modifications!

  • Added a new secret boss, having something to do with 'mathematics' and the numbers '77777' and '42'.
  • Addded three new cubes. Two of these can only spawn as loot when the secret boss is defeated, the third one is a very rare version of the red cube, which has a probability of about 0.1% to spawn instead of the normal red cube. As usual, this chance can be tripled with the Rare cubes -perk.
  • Fixed a bug associated with one of the challenge domains, where the counters could get below zero, and changed a certain sound effect in that domain to a less ‘dramatic’ one. Also, changed the core mechanics in that domain a bit.
  • Made the boss spawn and challenge domain events generally more unlikely
  • The preferred volume meter values for sounds and soundtracks are now saved for future game sessions
  • The active shield regeneration (unlockable perk) has now a visible cooldown timer and the shield now has a distinct value meter akin to that of hp. Also, changed the HUD to a more player friendly form.


Qiyb2 v1.1

Qiyb2 version 1.1 is now live! Here are most of the added features:

  • Added a new challenge -mechanic, where as a random event a challenge domain can appear, where the player's skills are tested. As of now, there are three different challenge domains.
  • Added a new cube that is an abnormal version of the normal mystery cube, with more powerful effects that can trigger. Also, check out its synergy with the negation cube if you dare...
  • Made the first three basic bosses and their tiered versions harder.
  • Abnormal versions of mystery, currency and probability cubes have a base chance of about 0.3% to spawn instead of the normal versions. The Rare cubes -perk triples this chance.
  • Made certain random events possible without the associated perk. The aforementioned perk now increases this chance by tenfold instead.
  • Lowered Effect bank skill purchase cost from 80 000 to 60 000.

Qiyb2 v1.0

Hello! The version 1.0 of the game Qiyb2 is live and available to purchase! Here is a summary of the game's mechanics, compared to the game Qiybz:

  • The cubes system has been reworked and many new cubes have been added, such as negation, shield, skill cooldown reset, null, gold and domain shift cubes. Notice, however, that some of the cubes are extremely rare to spawn. The probability system may be modified in the future if some of the cubes seem to be too rare. The notation system in the cubes should also be more consistent and clear.
  • The UI has been reworked. When purchasing skills, perks, skins, etc. , the game now spawns a confirmation window to make sure you don't accidentally purchase something in case of, for example, a miss click.
  • The HUD elements have been 'transferred' from top to bottom. This should make it easier to keep track of the score. The HUD now also has an additional, dynamic difficulty meter in the lower right corner. As of now, the difficulty can get up to 'Champion' , where the hardest bosses can spawn.
  • The skills system has been reworked. The player starts with the skill height reset, as usual, and the player can purchase up to four additional skills, all available to be used in quick succession when unlocked. The hardest bosses test the player's mastery over these skills, so it is recommended to unlock them all and also upgrade them through their skill paths. Each skill has its own cooldown and sound effect.
  • The boss system has been reworked. The old bosses have been replaced by completely new ones. There are over seven bosses. When a boss spawns, the boss health bar spawns in the top middle. The blue color in the boss health bar indicates that the boss is not stunned, and when stunned with the stun cube (black cube with a yellow symbol), the health bar turns red, indicating that the boss can be attacked.
  • The luck system has been reworked. Instead of unlocking additional cubes through the luck perk, many of the cubes can already spawn when starting the game, and the luck perk instead is a so called lucky pull mechanic, where every X cubes there is a lucky pull, a cube with an increased probability of being a rare cube.
  • The effects system has been reworked, pop up effects have been added.
  • The currency system has been reworked. There are no purchasable currency limit upgrades or hit point costs to exchange score to currency, as the devs regarded these as 'a nuisance'. Instead, there is an ultimate currency limit of about one billion, and the hit point cost has been removed.
  • The enemy system has been reworked. The enemies shouldn't be able to overwhelm the player anymore, as their hit points have been reduced to one. Also, the game has more emphasis on defeating bosses. Defeating enemies is a secondary priority, and the enemies also grant less points on defeat.
  • The backgrounds system has been reworked. The backgrounds consist no more of just simple colors, but actual drawings.