**Full disclosure:** I've had the pleasure of working with Dan on Rubble, primarily creating textures for the project. He's a fantastic person to collaborate with, and I hope we continue working together for years to come! That said, I want this review to reflect the game on its own merits, independently of our working relationship.
**As for the game itself, it's bloody brilliant!**
Rubble combines satisfying voxel destruction with an addictive progression loop. There's something incredibly rewarding about tearing environments apart, earning upgrades and unlocking even more ways to cause chaos. The tycoon mechanics give the destruction a purpose beyond the spectacle, keeping the experience engaging rather than repetitive.
Performance is another standout. Considering the extent of the destruction happening, the optimisation is genuinely impressive. *Chef's kiss!* 🤌
There are still some rough edges, as to be expected from a game of this scope made by a solo dev. Certain shaders don't quite represent their underlying materials convincingly, and the UI occasionally misses clicks when switching category tabs. Neither significantly detracts from the experience, but they're worth improving.
For a game still in early development, Rubble is already one of the best experiences I've had on S&box. With Dan actively pushing updates and ambitious features like Creative Mode on the roadmap, its future looks incredibly promising.
**Rubble is a fantastic example of what S&box is capable of, and a benchmark I'd love to see other developers aspire to.**



