Gameplay & Mechanics
Everything that makes CUBEHEAD tick — how you move, dash, shoot, and stay alive. All values below are taken straight from the Alpha build's tuning.
Overview
CUBEHEAD is a top-down, twin-input wave-survival shooter. You control a single operator — CUBEHEAD — fighting fixed waves of infected inside a walled arena. Survive a wave and the Armory opens so you can spend cash. Clear an area's waves and a boss appears. The loop is simple; the mastery is in kiting (leading the horde in circles), positioning, and spending your cash in the right order.
175 HP
CUBEHEAD's starting health. No regeneration unless you buy the Regen upgrade.
100 Stamina
One shared bar fuels both dashing and melee. Regenerates ~32/second.
Fists to start
Wave 1 is melee-only. Earn cash, then buy the Sidearm.
Controls
CUBEHEAD supports mouse aim (default) and 8-direction keyboard aim — switch any time with V. Every key below is rebindable from Settings → Controls.
| Action | Default | Notes |
|---|---|---|
| Move | WASD | 8-directional, analog on a controller/stick. |
| Aim | Mouse | The operator faces the cursor. |
| Fire | Click / hold | Hold for automatic weapons; the Sidearm & rifles are semi/burst. |
| Keyboard aim & fire | ↑↓←→ | Aims and fires in 8 directions — no mouse needed. |
| Toggle aim mode | V | Swaps between Mouse and Keyboard aim. |
| Dash | Shift / Space | Costs stamina. Grants brief invulnerability. |
| Switch weapon | 1–9, Q/E, wheel | Number = direct slot; Q/E & the mouse wheel cycle. |
| Deploy gear | Fire | With a Barrel, Mine or Turret selected, "fire" places it. |
| Pause | Esc / P | Opens the pause menu. |
| Mute | M | Toggles all audio. |
Touch controls (mobile & tablet)
On a touchscreen the game shows twin virtual sticks: the left stick moves and the right stick aims and fires. On-screen buttons handle dash, weapon previous/next and pause.
Movement
Base move speed is the baseline 1.0× multiplier; the Move Speed upgrade raises it +5% per level (up to 4 levels). Walls and obstacles are solid — you slide along them rather than passing through, and so do the enemies (except during the anti-stall "enrage" state, where stragglers path around walls faster but never phase through them).
Dash & I-Frames
The dash is your panic button and your skill-expression move. Tap Shift or Space to burst in your movement direction (or your aim direction if you're standing still).
Because the 0.26s of invulnerability ("i-frames") slightly outlasts the dash itself, a well-timed dash lets you pass through a wall of bodies or a boss projectile unharmed. There's a short 0.28-second minimum gap between dashes, but the real limiter is your stamina bar — you can chain 2–3 dashes before it runs dry.
Stamina
Dashing and meleeing draw from one shared stamina bar (max 100). You cannot infinitely dash or spam-punch. The bar refills at about 32/second, so a single dash (28) is back almost immediately, but back-to-back actions will tap you out and the bar tells you why your dash didn't fire.
| Action | Cost | Recovery |
|---|---|---|
| Dash | 28 | ~0.9s to refund a single dash |
| Melee punch | 20 | ~0.6s to refund a single punch |
The Stamina upgrade boosts regen +18% and raises the max by 8 per level — a favourite for dash-heavy, melee-leaning runs.
Shooting & Combat
Each weapon has its own damage, fire rate, projectile speed, spread and special behaviour — see the full Weapons database. Several systems apply across all of them:
- Critical hits. Some weapons (Fists, Sidearm, Ricochet Carbine) have a crit chance that multiplies a shot's damage (e.g. the Carbine crits ~14% for ×2.0).
- Damage falloff. The Sidearm loses damage with distance (full up close, down to 40% far away) — it's a close-range stepping-stone gun.
- Spread & bloom. Shotgun fires a 10-pellet cone; the Uzi's accuracy "blooms" wider the longer you hold the trigger.
- Pierce, bounce & explosions. The Railgun and Pulse pierce enemies, the Carbine ricochets off walls, and the Rocket/Barrel/Mine deal area damage — which can also hurt you.
- Knockback & stun. Fists, Shotgun and Mines shove and briefly stun, buying breathing room.
Melee (Fists)
You always carry Fists in slot 1 — they never run out and are your out-of-ammo fallback. A punch is a short forward arc that deals light damage, a small knockback, and a brief stun ("thunk, stagger"), with alternating left/right fists. Each swing costs 20 stamina, so you can't machine-gun punches. Wave 1 of the Campaign is intentionally fists-only — it's your warm-up before the Armory opens.
Combo & Score
Kills within 2.6 seconds of each other build a combo multiplier (up to 99×). Let the timer lapse and the combo resets. Your score for a kill scales with that multiplier — and bosses are worth a 5× bonus on top. Milestone combos at 5, 10, 25 and 50 play a rising audio sting.
Pickups & Drops
Dead enemies drop loot you must physically run over to collect. The Cash Magnet upgrade widens the vacuum radius that sucks pickups toward you.
| Drop | Effect | When |
|---|---|---|
| Gold nuggets | Run cash for the Armory | Every kill drops cash as collectible nuggets. |
| Health pack | Restores +35 HP | ~6% chance on a regular kill. |
| Ammo crate | Refills ~25% of an owned gun's magazine | ~6% chance on a regular kill. |
| Boss refresh | Multiple health and ammo pickups at once | Guaranteed when a boss dies — a big intentional resupply. |
Cash also comes in a wave-clear bonus that grows with difficulty, so your income keeps pace with the rising cost of better guns. A hordier wave doesn't pay more per kill — income is kept difficulty-neutral by design.
The Arena Edge
Arenas are walled, but you can slip past the lit play space at the very edge. Don't. Leaving the arena flags you out-of-bounds, gives a short grace warning (~1.2s), then drains your health at a ramping rate (roughly 14 up to 60 HP/second) that ignores armor — so camping the void is never a strategy. Get back inside.
Game Modes
Campaign — "Out of the Lab"
The story mode: a five-area escape from the underground Test Chamber up to the Rooftop Evac pad. Each area is 4 waves then a boss. The rooftop hides a secret finale after the boss you think is the end. This is the better cash grind, by design.
Endless
Pick any arena and survive as long as you can. The terrain regenerates every 5 waves and bosses recur. Great for testing builds and weapons against an escalating swarm.
Settings
- Controls — fully rebind every key; reset to defaults any time.
- Graphics — Low / Medium / High. Lower settings drop glow, shadows, blood stains, gibs and particles so a weaker device keeps its frame rate. Gameplay is identical across all three — it's purely cosmetic.
- Crosshair — Plus, Dot, Circle, or Hybrid.
- Audio — master mute; all sound is synthesized in-engine.
Alpha vs Beta
This wiki documents the public Alpha build. Alpha deliberately keeps several systems hidden as "coming soon" while the public release gathers gameplay data:
- Shop, Customize, Account & gems — present in the codebase but switched off in Alpha. Gems (the green meta-currency), cosmetics and local accounts are Beta-only testing features.
- Leaderboard — marked Coming Soon in both builds.
- Dev tools — the difficulty-tuning screen and cheats are dev-only and not in the public Alpha.
What you get in Alpha is the complete combat game: the full Campaign, Endless, every weapon, enemy, boss and upgrade documented here — pure gunplay, no meta-progression gates.