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Hyperspeedcube logo

Hyperspeedcube is a modern, beginner-friendly 3D and 4D Rubik’s cube simulator with customizable mouse and keyboard controls and advanced features for speedsolving. It’s been used to break numerous speedsolving records and runs on all major operating systems plus the web.

Try it online!

If you’re new to hypercubing, check out hypercubing.xyz, the Hypercubing community website, which I also help maintain.

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Download the latest version:

Or see instructions to build from source


If you’re having trouble with Hyperspeedcube, join the Hypercubers Discord server and ping me (@HactarCE or @Hyperspeedcube Developer) in the #help channel.

If Hyperspeedcube fails to start on Windows with the error message “VCRUNTIME140.dll was not found” then you need to install the Visual C++ Runtime libraries, which can be found here. If you don’t know which one to download, you probably want the x64 version.


Click for full resolution.

3x3x3x3 with the far cell mid-twist 3x3x3x3 near the end of F2L-b with many tools and settings windows open Solved 2x2x2 3x3x3 superflip 3x3x3x3 with the back cell mid-twist Solved 3x3x3x3 with 2c pieces highlighted and stickers on the same piece connected


How to use

Hyperspeedcube has completely customizable mouse and keyboard controls. By default:

The keyboard controls for the 3D Rubik’s cube are mostly based on Ryan Heise’s speedcube simulator.

Custom keybindings and piece filters

The keybinds and piece filters systems are both complex and unintuitive and I have plans to rework them. I’m reluctant to write a guide for the current system when it’s going to change soon.

Future plans

I am currently (as of early 2023) working on Hyperspeedcube 2.0, which will vastly expand the capabilities of Hyperspeedcube’s puzzle engine and overhaul the UI to be more powerful and more intuitive.

New puzzle engine

Puzzles will be defined using planar and spherical cuts, and twists will be rotations to the pieces above or below certain cuts. This is sufficient to simulate every 4D+ twisty puzzle we are currently aware of and many more. This will make Magic Cube 4D, Magic Cube 5D, Magic Cube 7D, Magic Puzzle Ultimate, and Magic Simplex 5D completely obsolete, and will make pCubes and Magic 120 Cell largely obsolete.

With further modification, this new puzzle engine will also be able to support features never before seen in higher-dimensional puzzles, including bandaging, jumbling, nonplanar cuts, puzzle generators (e.g., P×Q×R×S hypercuboid generator), and multiple cores (e.g., corner-turning cuboids).

I also intend to add a tiling engine, which will support everything in MagicTile as well as puzzles on non-regular tilings. I’m still investigating what this would look like, and what the limits would be.

Overhauled UI


The current keybind sets system is complex and unintuitive. I have plans for a system involving modes that will have just one list of keybinds organized into collapsible sections, and each section may be active in some subset of modes. Keybinds will be shared between puzzles with similar twist sets, even if the shapes are different; for example, a face-turning cube and corner-turning octahedron would share the same keybinds.

Piece filters

I plan to take inspiration from MC7D’s piece filters UI to build a system that is visually simpler for beginners and more powerful for experts, using these elements:

Other features

There are other oft-requested features that will become even more important with the new variety of puzzles. I don’t expect all of these to make it into the first release of Hyperspeedcube 2, but I intend to implement all of them eventually:

Following development

I’ll be posting updates in the Hyperspeedcube 2.0 thread in #hyper-forum on the Hypercubers Discord server . Once Hyperspeedcube 2.0 is ready for general use, I will ping the @Hyperspeedcube Update role (and possibly @everyone). If you’d like to support me monetarily and get access to early builds, you can support me on Ko-fi. Any builds I provide on Ko-fi will also be available by building from source on GitHub, and once a version is ready and has been beta-tested by my Ko-fi supporters, it will be available to download for everyone, for free.


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