WePayUncheeze
Voxel world edition
An infinite voxel sandbox, hand-built on Three.js. No install. No plugins. Just a URL.
64 block types, procedural biomes, caves, cabins, towers, ruins, mobs, proper light falloff, water physics, and mobile-ready touch controls.
Chunks render the moment you reach them - terrain, trees, ores, caves, water. Walk for a minute or an hour, you'll never hit a wall.
Seeded terrain with forests, deserts, mountains, wetlands, beaches, caves, and ridges - built block by block in real time.
A full creative inventory across seven categories. Authentic 16-bit textures, pixel-perfect rendering, no smoothing.
Day-night cycle, simulated water physics, dynamic block lighting, item drops, and living entities. The world responds.
Custom voxel pipeline on top of Three.js. Hidden faces never reach the GPU, and mobile devices get saner first-load budgets.
The browser build now has a visible journey: discover landmarks, stock the hotbar, shape a shelter, and use torches before night becomes the problem.
Flat starter pad, surface rescue, and a clear launch handoff.
Ores, caves, trees, water, and biome-specific materials.
Full creative hotbar plus generated cabins, wells, ruins, and watchtowers.
Day/night, health, hunger, hostile mobs, light level, torches, and quick tips.
Vanilla JavaScript, Three.js, WebGL. One page. No backend. The whole engine - terrain generation, rendering, physics, mobs, water - lives in script tags.
Familiar controls, no learning curve. Click to enter pointer-lock, then build.
Loads in seconds. Runs anywhere modern WebGL runs - desktop, laptop, tablet, phone.
Voxel world edition