Cubeworld shader

Anyone have any idea as to what kind of shader Wollay had used for the terrain in Cubeworld?

I really like the warm, “shiny” feel it has, but the Unity specular shaders don’t quite give the same effect.

It looks like a standard diffuse shader (Simple color, or texture atlas with different colors, for performance), but with a lightmap (Global illumination + Ambient Occlusion). Lightmaps can do a major difference to the final look. I don’t see any specular effect, but it may be there in some fuzzy form, only noticable when moving around.