- Release Year: 2017
- Platforms: Windows Apps, Windows, Xbox One
- Publisher: Laush Studio
- Developer: Laush Studio
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Platform

Description
2D Neon Cube is a side-scrolling platformer set in a vibrant neon-drenched world. Players control a cube-shaped character through 12 visually striking levels filled with challenging obstacles and dynamic graphical effects. The objective is to navigate each stage, avoid deadly hazards, and reach the portal at the end while enjoying a pleasant electronic soundtrack. With 1596 achievements to unlock, the game offers a beautiful yet accessible challenge for platforming enthusiasts.
Gameplay Videos
Where to Buy 2D Neon Cube
PC
Guides & Walkthroughs
2D Neon Cube: A Study in Minimalist Ambition and the Achievement Hunter’s Paradox
In the vast and often overwhelming landscape of the Steam marketplace, where thousands of indie titles vie for attention, some games are defined not by their narrative depth or mechanical innovation, but by their peculiar, almost algorithmic existence. 2D Neon Cube, a 2017 release from the enigmatic Laush Studio, is one such title—a game that serves as a fascinating case study in minimalist design, the economics of digital storefronts, and the psychology of the modern achievement hunter.
Development History & Context
The Studio Behind the Cube
2D Neon Cube was developed and published by Laush Studio, a entity that appears to be largely the work of a single individual, Laush Dmitriy Sergeevich. The game was built using the Unity engine, a popular and accessible tool for indie developers, and was first released on September 8, 2017, for Windows. It would later see ports to the Windows Store and Xbox One in October 2020.
The late 2010s were a period of saturation on digital distribution platforms like Steam. The barrier to entry was lower than ever, leading to a flood of micro-budget titles. These games often operated on a specific business model: extremely low price points (frequently under $1 during sales), a high volume of easily obtainable Steam Achievements, and a short, often simplistic gameplay loop. 2D Neon Cube is a quintessential product of this era. It was not designed to compete with AAA productions or even with polished indie darlings; instead, it was crafted to occupy a specific, niche corner of the market, targeting players motivated by the gamification of their Steam profiles.
Narrative & Thematic Deep Dive
The Void of Narrative
To analyze the narrative of 2D Neon Cube is to contemplate a vacuum. The game proudly and explicitly forgoes any pretense of story. There is no lore buried in its code, no environmental storytelling hidden in its neon-drenched corridors, and no characters beyond the anonymous, geometric protagonist you control.
The official description sets the tone: “Move the main character to the portal and try not to die!” This is the entirety of the narrative premise. The “why” is irrelevant; the “what” is everything. Thematically, the game can be interpreted as a pure abstraction of the video game form itself—a reduction to its most basic components: avatar, obstacle, and goal. It is a digital obstacle course devoid of context, asking the player to project their own meaning, which for most will be the simple satisfaction of completion and the quantifiable reward of another achievement added to their tally.
Gameplay Mechanics & Systems
The Core Loop: Simplicity and Frustration
The gameplay of 2D Neon Cube is deceptively straightforward. The player controls a neon-lit cube, navigating it through 12 distinct levels filled with environmental hazards. The objective is always the same: reach the portal at the end of the stage.
The control scheme is minimal, likely relying on basic movement keys and a jump function. However, community guides hint at a layer of jank that defines the experience. One guide explicitly mentions a “Super Jump” performed by pressing W + Space
, suggesting that the base movement may feel underwhelming or unresponsive, necessitating such workarounds. This aligns with player reviews that frequently cite “frustrating controls” and “overly sensitive” or “unresponsive” input as a primary source of criticism.
The level design, according to aggregated player sentiment, is a mixed bag. While the game promises “exciting obstacles and graphical effects,” the execution is often cited as flawed, with issues like “poor hitboxes” leading to unfair deaths. The game is described by its developer as “not difficult,” but the player base’s tagging of it as “Difficult” suggests a disconnect, likely stemming from these control and collision detection issues rather than thoughtfully designed challenges.
The True Endgame: The Achievement System
The most defining mechanical system in 2D Neon Cube is not its platforming but its staggering offering of 1,596 Steam Achievements. This number is not a typo; it is the game’s central feature and primary value proposition. For a game that can be completed in under three hours (with a median playtime of just 35 minutes), this represents an immense density of rewards.
This design creates a unique “Achievement Hunter’s Paradox.” The game is, on its own mechanical merits, a flawed and often frustrating experience. Yet, for a specific audience, it becomes a compelling product. The allure of rapidly boosting one’s achievement count, of watching the notifications pop with relentless frequency, transforms the act of playing from one of enjoyment to one of efficient task completion. Guides on the Steam community are dedicated not to uncovering secrets or mastering mechanics, but to optimizing the path to all 1,596 achievements. The game is a tool for profile curation first and a piece of entertainment second.
World-Building, Art & Sound
Aesthetic of the Algorithm
The world of 2D Neon Cube is a purely synthetic one. The visual direction is built around a simple neon aesthetic—vibrant geometric shapes and obstacles set against dark, often black, backgrounds. This style is cost-effective and visually distinct, creating a clear contrast between safe paths and deadly hazards. It’s “beautiful” in a sterile, mathematical sense, evoking the look of a screen saver or a basic Unity tech demo rather than a crafted world.
The soundtrack is described in the key features simply as “Nice.” Player reviews, however, often contradict this, labeling the music as “repetitive and low quality.” The audio, like the visuals, seems to serve a functional purpose: to provide a basic auditory backdrop that does not offend but also fails to immerse or elevate the experience.
The atmosphere is one of isolation and abstraction. There are no living beings, no history, and no sense of place. The only ambiance is the hum of the digital void and the glow of the next obstacle to overcome. It is a world built by and for a machine logic, perfectly reflecting its identity as a vehicle for achievements.
Reception & Legacy
A Mixed Bag of Metrics
Upon its release, 2D Neon Cube garnered a “Mixed” reception on Steam, with 67% of its 167 user reviews being positive. This perfectly encapsulates its divisive nature. Positive reviews likely come from achievement hunters who got exactly what they paid for: a cheap, efficient way to accumulate digital badges. Negative reviews stem from players who approached it as a traditional game, criticizing its short length, questionable controls, and lack of substantive content.
Financially, it found its niche. While exact figures are guarded, data suggests the game has been purchased by approximately 9,000 owners and generated a gross revenue of around $20,000. For a low-cost project, this represents a successful exploitation of its target market.
The legacy of 2D Neon Cube is subtle but significant. It stands as a prime example of a specific genre of Steam games—often derogatorily labeled “shovelware” but more accurately described as “achievement farms.” These titles have influenced the way a subset of players interacts with the Steam platform, turning gameplay into a meta-game of profile management. It also serves as a reference point in discussions about the value of games, the psychology of gamification, and the strange economies that exist within digital storefronts.
Conclusion
The Verdict: A Historical Artifact, Not a Masterpiece
2D Neon Cube is not a “good game” in the conventional sense. Its mechanics are flawed, its content is thin, and its artistic merits are minimal. However, to dismiss it entirely is to miss its importance as a cultural artifact of a specific time and place in gaming history.
It is a brilliantly focused product that understands its audience perfectly. It delivers on its promise of a high achievement count and a simple, if janky, gameplay loop at a rock-bottom price. Its place in video game history is secured not as a title to be celebrated for its craft, but as a perfect case study of the achievement economy, the indie gold rush on Steam, and the fascinating ways in which player motivations can be catered to far outside the boundaries of traditional game design. It is a game that is less about the experience of play and more about the quantifiable results of that play—a digital cube not to be enjoyed, but to be efficiently collected.